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*Pathfinder & Starfinder
Design & Development - Necromancy & Nethermancy
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<blockquote data-quote="Aegeri" data-source="post: 5506510" data-attributes="member: 78116"><p>General resistance piercing is arguably worth 9 levels more of putting up without it than a specialist. A specialist needs the feature earlier because they don't have options really - that's the point of being a specialist. While the general guy can switch energy types as much as he feels like because he's not committed to anything specifically.</p><p></p><p>This is why the pyromancer ignores fire resist right off the bat. The argument about necrotic resistance being "important" is just a wash to me as well. It's like we have two groups of designers and neither of them are communicating. MM3 and beyond have <em>specifically</em> reduced resistances for the precise reason they are a boring uninteresting mechanic. Hence my examples from earlier.</p><p></p><p></p><p></p><p>Action sink powers to accomplish what should be done with class features or a simple feat - that's all I'm asking for actually is just a simple FEAT here - is not a good solution. You can retrain cantrips out though, so once it becomes useless you can get rid of it.</p><p></p><p></p><p></p><p>I think both mechanics are boring and anything that cancels them out so you don't care doesn't bother me! I mean again: Why is Necrotic such a special snowflake that we need to make people jump through hoops to make an effective character? They aren't GAINING anything for this. Necrotic is arguably one of the worst damage types in 4E. Why punish what is already bad?</p><p></p><p>I just don't get this kind of design whatsoever, it's just silly.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5506510, member: 78116"] General resistance piercing is arguably worth 9 levels more of putting up without it than a specialist. A specialist needs the feature earlier because they don't have options really - that's the point of being a specialist. While the general guy can switch energy types as much as he feels like because he's not committed to anything specifically. This is why the pyromancer ignores fire resist right off the bat. The argument about necrotic resistance being "important" is just a wash to me as well. It's like we have two groups of designers and neither of them are communicating. MM3 and beyond have [i]specifically[/i] reduced resistances for the precise reason they are a boring uninteresting mechanic. Hence my examples from earlier. Action sink powers to accomplish what should be done with class features or a simple feat - that's all I'm asking for actually is just a simple FEAT here - is not a good solution. You can retrain cantrips out though, so once it becomes useless you can get rid of it. I think both mechanics are boring and anything that cancels them out so you don't care doesn't bother me! I mean again: Why is Necrotic such a special snowflake that we need to make people jump through hoops to make an effective character? They aren't GAINING anything for this. Necrotic is arguably one of the worst damage types in 4E. Why punish what is already bad? I just don't get this kind of design whatsoever, it's just silly. [/QUOTE]
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