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General Tabletop Discussion
*Pathfinder & Starfinder
Core classes. How are they balanced?
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<blockquote data-quote="Wik" data-source="post: 4372788" data-attributes="member: 40177"><p>Well.</p><p></p><p>First off, if you have a campaign where there is a regular PvP or inter-party bickering, you're playing a different game from the intended game. That much is obvious. D&D 3e, Rules-As-Written, envision heroic fantasy where the group works together to overcome obstacles. It assumes a balanced party (fighter/cleric/rogue/wizard, or the equivalents thereof). Cleric is more powerful, because the assumed setting requires those clerics to spend many of their kewl powers keeping the rest of the group alive.</p><p></p><p>Break the assumed setting by introducing PCs that work as solo entities, in unbalanced groups, and you break the classes. Suddenly, PC power inequalities really spring into life. While the cover of your books say "D&D", you're really playing a different game. And therein lies your problem.</p><p></p><p>I find that, in such a situation, the best solution to balancing the characters is to limit the number of variables, in this case, character classes. If you go with the generic classes (a GREAT ruleset, by the way), you take a lot of the meat out of the whole "linear fighters, quadratic wizards" problem. </p><p></p><p>Your limited clerics idea works well, too. It's a house rule similar to the 2nd edition specialty priests, but I can deal with it. Make sure you nerf the wizard too, though, or you're just shifting power into their courts, and keeping the fighters and rogues down.</p></blockquote><p></p>
[QUOTE="Wik, post: 4372788, member: 40177"] Well. First off, if you have a campaign where there is a regular PvP or inter-party bickering, you're playing a different game from the intended game. That much is obvious. D&D 3e, Rules-As-Written, envision heroic fantasy where the group works together to overcome obstacles. It assumes a balanced party (fighter/cleric/rogue/wizard, or the equivalents thereof). Cleric is more powerful, because the assumed setting requires those clerics to spend many of their kewl powers keeping the rest of the group alive. Break the assumed setting by introducing PCs that work as solo entities, in unbalanced groups, and you break the classes. Suddenly, PC power inequalities really spring into life. While the cover of your books say "D&D", you're really playing a different game. And therein lies your problem. I find that, in such a situation, the best solution to balancing the characters is to limit the number of variables, in this case, character classes. If you go with the generic classes (a GREAT ruleset, by the way), you take a lot of the meat out of the whole "linear fighters, quadratic wizards" problem. Your limited clerics idea works well, too. It's a house rule similar to the 2nd edition specialty priests, but I can deal with it. Make sure you nerf the wizard too, though, or you're just shifting power into their courts, and keeping the fighters and rogues down. [/QUOTE]
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Core classes. How are they balanced?
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