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General Tabletop Discussion
*Pathfinder & Starfinder
DM wanting to compensate for hight stats..
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<blockquote data-quote="mkill" data-source="post: 5165645" data-attributes="member: 55985"><p>@FreeXenon: I gather from your comments that your group hasn't played much 4th edition yet. It's a good idea to treat 4th edition as a completely new game. Some things that make perfect sense in 2nd or 3rd edition create a crapload of issues in 4th edition. Vice versa, stuff that is an endless annoyance in previous edition doesn't come up at all.</p><p></p><p>First of all: Hybrids. Just don't. Yes, they can be very effective in the hands of an experienced 4th-ed player, but it's also very easy to create a crapton of issues with them. Let your players select one class that fits the character most, reskin the non-rules parts as necessary. For most concepts, it's easier to achieve them with a feat feats and an item rather than full hybrid / multiclass. That Fighter / Paladin / Warlord can easily be turned into a pure Paladin. He'll still smack things with a sword and inspire his allies in battle.</p><p></p><p>Second: Explain the roles to them (Striker, Defender, Leader, Controller) and make sure each party member has one. It will prevent a lot of TPKs if everyone knows what to do. One leader, one defender, two strikers works perfectly. Two defenders can work too if one is a fighter or paladin and the other a swordmage.</p><p></p><p>Third: 4th edition groups don't need NPC healers to travel with them. It's easy to overlook just by reading the rules, but most 4th edition healing happens between combats. With a short rest, every PC is back to full without the need for a healer, they just spend their healing surges. Duri g combat, you'll hardly see more than one or two healing surges spent, and these can be supplied by the leader. Many classes also have dailyand encounter powers that provide self-healing.</p></blockquote><p></p>
[QUOTE="mkill, post: 5165645, member: 55985"] @FreeXenon: I gather from your comments that your group hasn't played much 4th edition yet. It's a good idea to treat 4th edition as a completely new game. Some things that make perfect sense in 2nd or 3rd edition create a crapload of issues in 4th edition. Vice versa, stuff that is an endless annoyance in previous edition doesn't come up at all. First of all: Hybrids. Just don't. Yes, they can be very effective in the hands of an experienced 4th-ed player, but it's also very easy to create a crapton of issues with them. Let your players select one class that fits the character most, reskin the non-rules parts as necessary. For most concepts, it's easier to achieve them with a feat feats and an item rather than full hybrid / multiclass. That Fighter / Paladin / Warlord can easily be turned into a pure Paladin. He'll still smack things with a sword and inspire his allies in battle. Second: Explain the roles to them (Striker, Defender, Leader, Controller) and make sure each party member has one. It will prevent a lot of TPKs if everyone knows what to do. One leader, one defender, two strikers works perfectly. Two defenders can work too if one is a fighter or paladin and the other a swordmage. Third: 4th edition groups don't need NPC healers to travel with them. It's easy to overlook just by reading the rules, but most 4th edition healing happens between combats. With a short rest, every PC is back to full without the need for a healer, they just spend their healing surges. Duri g combat, you'll hardly see more than one or two healing surges spent, and these can be supplied by the leader. Many classes also have dailyand encounter powers that provide self-healing. [/QUOTE]
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DM wanting to compensate for hight stats..
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