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Dimishing Return within Roles and Multiclassing
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<blockquote data-quote="Scipio202" data-source="post: 4198535" data-attributes="member: 63152"><p>I don't want to argue that trading away any power, or even most powers, would make sense. What I want to argue is that (a) some powers/effects are situational in their usefulness, and (b) since classes fit a role, classes tend to give you multiple powers that generate similar effects. Therefore (c) some classes may end up with an "excess capacity" to create an effect useful in a particular situation compared to how often that situation will occur in a typical encounter. In that case, it may be worth it to trade one of those powers for another useful in a different situation. In particular I wanted to look at which classes/roles were more likely to have such an excess, and which classes/roles might be appealing sources of situational powers.</p><p></p><p>I agree w.r.t. your example both that one wouldn't likely want to trade away a non-situational power, like one that gives you more melee damage against a single target. You're unlikely to have an excess capacity in that. Similarly, other classes non-situational powers aren't going to be very appealing, you'll have your own non-situational powers that will be more effective. Additionally, I agree that power-dependence on stats/equipment/etc. may raise the threshold for swapping powers. But I think for both the individual and the party, some level of swapping into a second role's effects may be useful, even if you are only 90% as good at it as a character naturally within that role (e.g. you can have a similar level to the power, but your stats might not be as good).</p><p></p><p>As we see more of the powers, we will likely get a better sense of MC-friendly powers, and MC-prone classes.</p></blockquote><p></p>
[QUOTE="Scipio202, post: 4198535, member: 63152"] I don't want to argue that trading away any power, or even most powers, would make sense. What I want to argue is that (a) some powers/effects are situational in their usefulness, and (b) since classes fit a role, classes tend to give you multiple powers that generate similar effects. Therefore (c) some classes may end up with an "excess capacity" to create an effect useful in a particular situation compared to how often that situation will occur in a typical encounter. In that case, it may be worth it to trade one of those powers for another useful in a different situation. In particular I wanted to look at which classes/roles were more likely to have such an excess, and which classes/roles might be appealing sources of situational powers. I agree w.r.t. your example both that one wouldn't likely want to trade away a non-situational power, like one that gives you more melee damage against a single target. You're unlikely to have an excess capacity in that. Similarly, other classes non-situational powers aren't going to be very appealing, you'll have your own non-situational powers that will be more effective. Additionally, I agree that power-dependence on stats/equipment/etc. may raise the threshold for swapping powers. But I think for both the individual and the party, some level of swapping into a second role's effects may be useful, even if you are only 90% as good at it as a character naturally within that role (e.g. you can have a similar level to the power, but your stats might not be as good). As we see more of the powers, we will likely get a better sense of MC-friendly powers, and MC-prone classes. [/QUOTE]
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