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*Pathfinder & Starfinder
Essentials has me hyped about D&D again
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<blockquote data-quote="Tony Vargas" data-source="post: 5510580" data-attributes="member: 996"><p>While the Mage is actually /more/ complicated than the wizard in terms of powers and selection - the Mage has both at-will & encounter cantrips, both encounters and dailies in his spellbook, as well as utilities, and an extra at will, giving him more choice than a wizard at chargen, level-up, and in play - it can still be quite simple to play. The reason is that its powers are much more forgiving of tactical error. There are more powers that only affect enemies, and that have effect and miss lines, meaning a poorly-targetted or poorly-timed power isn't a disaster for the Mage the way it can sometimes be for the Wizard. </p><p></p><p>The Warpriest, similarly, has more effect lines on its attacks (even at-wills), and a simpler attribute dependency (WIS is all you need), and only a single choice of Domain rather than many power choices as it levels up. So, while it has just as many power choices in play as a Cleric or other 4e character, it is easier in some ways.</p><p></p><p>While they're easier in that sense, those classes do not address the problem the OP claimed to have with players making power use decisions in play.</p><p></p><p></p><p>Some other things the OP said that didn't quite add up:</p><p></p><p>Well, players of martial classes have fewer options, yes. </p><p></p><p>Well, for players who /aren't/ using martial classes, well, or Warpriests who just choose Domains... so, really, just the Mage, then. </p><p></p><p>Nothing's really changed, there, for the Warpriest or Mage. For the Knight, Slayer and Rogue, there are virtually no powers to /be/ different - they do the same things their whole carreers. </p><p></p><p>Again, true only of the Martial classes.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5510580, member: 996"] While the Mage is actually /more/ complicated than the wizard in terms of powers and selection - the Mage has both at-will & encounter cantrips, both encounters and dailies in his spellbook, as well as utilities, and an extra at will, giving him more choice than a wizard at chargen, level-up, and in play - it can still be quite simple to play. The reason is that its powers are much more forgiving of tactical error. There are more powers that only affect enemies, and that have effect and miss lines, meaning a poorly-targetted or poorly-timed power isn't a disaster for the Mage the way it can sometimes be for the Wizard. The Warpriest, similarly, has more effect lines on its attacks (even at-wills), and a simpler attribute dependency (WIS is all you need), and only a single choice of Domain rather than many power choices as it levels up. So, while it has just as many power choices in play as a Cleric or other 4e character, it is easier in some ways. While they're easier in that sense, those classes do not address the problem the OP claimed to have with players making power use decisions in play. Some other things the OP said that didn't quite add up: Well, players of martial classes have fewer options, yes. Well, for players who /aren't/ using martial classes, well, or Warpriests who just choose Domains... so, really, just the Mage, then. Nothing's really changed, there, for the Warpriest or Mage. For the Knight, Slayer and Rogue, there are virtually no powers to /be/ different - they do the same things their whole carreers. Again, true only of the Martial classes. [/QUOTE]
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