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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials are melee heavy
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5360352" data-attributes="member: 4129"><p><strong>Magic Javelin Problem</strong>: This is a huge problem in the game system's math. The game assumes a character will have a single, primary weapon and it will have a +X magical bonus depending upon the level of play. It turns magic items (weapon, armor, and neck) into a requirement instead of a reward and limits battlefield weapon choice to a large degree (especially as you go up in levels). </p><p></p><p>Luckily, the designers realized this error and published a very elegant solution: inherent item bonuses. </p><p></p><p><strong>Specialization v Versatility</strong></p><p>If you accept that the inherent item bonus is the solution to the Magic Javelin Problem, you are left with this issue for ranged/melee characters. Specializing has a cost. You are really good with X, but everything else suffers. </p><p></p><p>This is purely a player choice. If you choose to specialize with a certain weapon, you accept that when you aren't using that weapon, you are going to be less effective.</p><p></p><p>This is an opportunity cost. Specialize but be limited in battlefield options, have greater battlefield options but do less overall damage.</p><p></p><p><strong>Range Limitations</strong>: This is an opportunity cost for your stat selection. If you play a Knight who is Str/Con, you've sacrificed some of your ranged options to be tougher. If you play a Knight who is Str/Dex, you've sacrificed some of your toughness to use longer ranged weapons. If you play a knight who is Con/Dex, you sacrifice some of your damage (and a feat slot) to be tough and open up long ranged weapons. </p><p></p><p>These choices are all valid. But they are choices the player has to make.</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5360352, member: 4129"] [B]Magic Javelin Problem[/B]: This is a huge problem in the game system's math. The game assumes a character will have a single, primary weapon and it will have a +X magical bonus depending upon the level of play. It turns magic items (weapon, armor, and neck) into a requirement instead of a reward and limits battlefield weapon choice to a large degree (especially as you go up in levels). Luckily, the designers realized this error and published a very elegant solution: inherent item bonuses. [B]Specialization v Versatility[/B] If you accept that the inherent item bonus is the solution to the Magic Javelin Problem, you are left with this issue for ranged/melee characters. Specializing has a cost. You are really good with X, but everything else suffers. This is purely a player choice. If you choose to specialize with a certain weapon, you accept that when you aren't using that weapon, you are going to be less effective. This is an opportunity cost. Specialize but be limited in battlefield options, have greater battlefield options but do less overall damage. [B]Range Limitations[/B]: This is an opportunity cost for your stat selection. If you play a Knight who is Str/Con, you've sacrificed some of your ranged options to be tougher. If you play a Knight who is Str/Dex, you've sacrificed some of your toughness to use longer ranged weapons. If you play a knight who is Con/Dex, you sacrifice some of your damage (and a feat slot) to be tough and open up long ranged weapons. These choices are all valid. But they are choices the player has to make. [/QUOTE]
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