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General Tabletop Discussion
*Pathfinder & Starfinder
Crazy thought 'bout Fighters, Wizards, and progressions
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<blockquote data-quote="DEFCON 1" data-source="post: 5826549" data-attributes="member: 7006"><p>Although I think there <em>*is*</em> something to be said about bringing the player, not the class. Sure, some spells might duplicate the abilities of another class... but isn't that a good thing insomuch as that you thus aren't <em>forced</em> to have that other class in the party if you don't want to?</p><p></p><p>I know it seems kind of weird because traditionally the rogue has never been a class that was typically missing from any adventuring party (there always seems to be at least one person who wants to play a rogue)... but still, having spells available to function in place of the rogue is not a bad thing in of itself. In fact, I'd say it's rather needed. Just like having other classes who can heal are needed so that you aren't required to have a cleric in every party.</p><p></p><p>I think the real issue though is about the <em>power</em> of said abilities. Having a spell to open locked doors is fine... so long as the spell functions similarly to the skill. Meaning that it's not <em>automatic</em> that the door unlocks when the spell goes off, but just that the wizard can make a skill check <em>as if</em> they were a trained rogue. So the wizard can be the rogue in a pinch when a rogue isn't available... but they aren't <em>better</em> than the rogue across the board.</p><p></p><p>After all... if a party has a wizard and a rogue and the wizard realizes his Knock spell is only just pretty much on par with what the rogue can do all the time... he'll more often than not choose to study some other spell to have on hand instead.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5826549, member: 7006"] Although I think there [I]*is*[/I] something to be said about bringing the player, not the class. Sure, some spells might duplicate the abilities of another class... but isn't that a good thing insomuch as that you thus aren't [I]forced[/I] to have that other class in the party if you don't want to? I know it seems kind of weird because traditionally the rogue has never been a class that was typically missing from any adventuring party (there always seems to be at least one person who wants to play a rogue)... but still, having spells available to function in place of the rogue is not a bad thing in of itself. In fact, I'd say it's rather needed. Just like having other classes who can heal are needed so that you aren't required to have a cleric in every party. I think the real issue though is about the [I]power[/I] of said abilities. Having a spell to open locked doors is fine... so long as the spell functions similarly to the skill. Meaning that it's not [I]automatic[/I] that the door unlocks when the spell goes off, but just that the wizard can make a skill check [I]as if[/I] they were a trained rogue. So the wizard can be the rogue in a pinch when a rogue isn't available... but they aren't [I]better[/I] than the rogue across the board. After all... if a party has a wizard and a rogue and the wizard realizes his Knock spell is only just pretty much on par with what the rogue can do all the time... he'll more often than not choose to study some other spell to have on hand instead. [/QUOTE]
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Crazy thought 'bout Fighters, Wizards, and progressions
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