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<blockquote data-quote="woodelf" data-source="post: 1066577" data-attributes="member: 10201"><p>I'm not sure i follow you: are you saying that the paladin is balanced even if you take away the code of conduct? Wouldn't that make them underbalanced as written? From everything i've heard and seen (only paladin in my group only lasted to 3rd before the player left town), paladins are noticably on the powerful side of balance, and the code is a required balancing element. Or are you claiming that the paladin code has essentially zero impact on game balance, and is purely flavor? If so, i'm gonna have to disagree--i've seen plenty of groups where, absent the thread of losing game-mechanical nifties if they break the code, they'd be doing all sorts of nastiness, just for the power.</p><p></p><p>Oh, and i'm with you on alignment--one of the best changes Arcana Unearthed makes is ditching it. I *hate* the moral certitude it engenders.</p><p></p><p></p><p></p><p>Three points here:</p><p>First, i notice "politics" didn't make your list. Not saying you don't do it, just pointing out that there are more than just 3 styles of gameplay. And, if you don't, i claim that it is *quite* different from "RPing and NPC interactions". </p><p>Second, i would've put your "smash-heads" and "skill mongers/dungeon delvers" as two factions of the same playstyle, if i'm understanding you correctly--they're both about the semi-adversarial style of play represented by dungeon crawls.</p><p>Third, i'm skeptical. This is gonna sound like a personal attack, but i really don't mean it to be: IMHO, the classes are only balanced assuming a fairly high percentage of "dungeon-crawl" style challenges, which must be overcome with some mixture of brawn, magic, and problem-solving. The further you get from that balance, the less balanced the classes are. Equal thirds fighting, socializing, and puzzles/challenges leaves the fighters bored 2/3rds of the time, whereas most of the other classes are at least helpful 2/3rds of the time. A game has to be combat-heavy in order to give a spread of classes equal spotlight time--what's the one thing *every* class gets better at with increased level?</p><p></p><p></p><p></p><p>Well, i've said my piece, i guess. Feel free to get in the last word. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="woodelf, post: 1066577, member: 10201"] I'm not sure i follow you: are you saying that the paladin is balanced even if you take away the code of conduct? Wouldn't that make them underbalanced as written? From everything i've heard and seen (only paladin in my group only lasted to 3rd before the player left town), paladins are noticably on the powerful side of balance, and the code is a required balancing element. Or are you claiming that the paladin code has essentially zero impact on game balance, and is purely flavor? If so, i'm gonna have to disagree--i've seen plenty of groups where, absent the thread of losing game-mechanical nifties if they break the code, they'd be doing all sorts of nastiness, just for the power. Oh, and i'm with you on alignment--one of the best changes Arcana Unearthed makes is ditching it. I *hate* the moral certitude it engenders. Three points here: First, i notice "politics" didn't make your list. Not saying you don't do it, just pointing out that there are more than just 3 styles of gameplay. And, if you don't, i claim that it is *quite* different from "RPing and NPC interactions". Second, i would've put your "smash-heads" and "skill mongers/dungeon delvers" as two factions of the same playstyle, if i'm understanding you correctly--they're both about the semi-adversarial style of play represented by dungeon crawls. Third, i'm skeptical. This is gonna sound like a personal attack, but i really don't mean it to be: IMHO, the classes are only balanced assuming a fairly high percentage of "dungeon-crawl" style challenges, which must be overcome with some mixture of brawn, magic, and problem-solving. The further you get from that balance, the less balanced the classes are. Equal thirds fighting, socializing, and puzzles/challenges leaves the fighters bored 2/3rds of the time, whereas most of the other classes are at least helpful 2/3rds of the time. A game has to be combat-heavy in order to give a spread of classes equal spotlight time--what's the one thing *every* class gets better at with increased level? Well, i've said my piece, i guess. Feel free to get in the last word. ;) [/QUOTE]
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