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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Essentials classes - eaiser to play... at reduced tactical complexity?
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<blockquote data-quote="I'm A Banana" data-source="post: 5583119" data-attributes="member: 2067"><p>It's kind of subtle, honestly. It's the distinction between deciding, on your turn, "What can I do?" and "What would my character do?"</p><p></p><p>With less options to juggle, and less brain space taken up by the 12 different sub-rules of your 12 different powers, you can think more about creative uses for the few powers you do have, and how your character would react to what just happened with the 3-4 different things they can do. </p><p></p><p>I've had this as a player, too. My eMage made me want to do things like blow up and cleverly use terrain elements, things that I don't bother thinking of with any of my other characters. I was thinking outside the box more often (because the box was easily understood and relatively small). </p><p></p><p>Combat RP isn't just about saying some interesting lines, re-fluffing a power, and rolling some dice. It is influenced in the actions you choose to do, and why you choose to do those actions. Choosing an action because it is something your character would do, instead of just selecting from a menu based on raw tactical choice, helps influence that. And having fewer subrules to know helps free up brainspace for that consideration.</p><p></p><p>This is just IMXP, though, I'd hardly say it's a major or universal effect. </p><p></p><p></p><p></p><p>This is more of a question of DM mastery than system mastery. How often does your DM use solos or elites? Is it worth picking a class that can hit these things a little harder, vs. picking a class that handles Standards and Minions better? Would you rather be a Controller or a Striker?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5583119, member: 2067"] It's kind of subtle, honestly. It's the distinction between deciding, on your turn, "What can I do?" and "What would my character do?" With less options to juggle, and less brain space taken up by the 12 different sub-rules of your 12 different powers, you can think more about creative uses for the few powers you do have, and how your character would react to what just happened with the 3-4 different things they can do. I've had this as a player, too. My eMage made me want to do things like blow up and cleverly use terrain elements, things that I don't bother thinking of with any of my other characters. I was thinking outside the box more often (because the box was easily understood and relatively small). Combat RP isn't just about saying some interesting lines, re-fluffing a power, and rolling some dice. It is influenced in the actions you choose to do, and why you choose to do those actions. Choosing an action because it is something your character would do, instead of just selecting from a menu based on raw tactical choice, helps influence that. And having fewer subrules to know helps free up brainspace for that consideration. This is just IMXP, though, I'd hardly say it's a major or universal effect. This is more of a question of DM mastery than system mastery. How often does your DM use solos or elites? Is it worth picking a class that can hit these things a little harder, vs. picking a class that handles Standards and Minions better? Would you rather be a Controller or a Striker? [/QUOTE]
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Essentials classes - eaiser to play... at reduced tactical complexity?
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