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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials missing simple casters
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<blockquote data-quote="Quickleaf" data-source="post: 5347919" data-attributes="member: 20323"><p>Thanks UHF. Maybe the issue is that a group of our players don't know or care about the rules beyond the most basic elements of their characters. Coincidentally they're all ethnomusicologist grad students, speak 3 or 4 languages, and are amazing musicians. They're all around bright women and a blast to game with. But they often forget the difference between burst and blast, need to be reminded about ongoing conditions and when to make saving throws, aren't sure how many actions of which type they've taken and definitely don't understand the down-trading of action types, sometimes forget they've already used an encounter/daily power, mis-read the battle grid, consistently need to be reminded about circumstantial modifiers even ones their PC is providing, and the list goes on. It doesn't matter how many times the rules are explained or that we've been playing 4e for a year. The 3 of them spend much more time on their turns than the other 4 players and most of that time is choosing a power. Thing is they like magic - they're playing a sorcerer, a druid, and a runepriest (admitedly a complex class). I was hoping Essentials would provide easier more intuitive caster classes for them, but I realize that was never the aim of the Essentials line. I think part of the disconnect is the interaction between rules and narrative...how magic works in the game doesn't reflect magic as they understand it from fantasy literature or movies. Honestly we're trying every trick under the sun to make it easier for them, but I'm at a loss. The only thing I can think of now are easier classes... that don't exist.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5347919, member: 20323"] Thanks UHF. Maybe the issue is that a group of our players don't know or care about the rules beyond the most basic elements of their characters. Coincidentally they're all ethnomusicologist grad students, speak 3 or 4 languages, and are amazing musicians. They're all around bright women and a blast to game with. But they often forget the difference between burst and blast, need to be reminded about ongoing conditions and when to make saving throws, aren't sure how many actions of which type they've taken and definitely don't understand the down-trading of action types, sometimes forget they've already used an encounter/daily power, mis-read the battle grid, consistently need to be reminded about circumstantial modifiers even ones their PC is providing, and the list goes on. It doesn't matter how many times the rules are explained or that we've been playing 4e for a year. The 3 of them spend much more time on their turns than the other 4 players and most of that time is choosing a power. Thing is they like magic - they're playing a sorcerer, a druid, and a runepriest (admitedly a complex class). I was hoping Essentials would provide easier more intuitive caster classes for them, but I realize that was never the aim of the Essentials line. I think part of the disconnect is the interaction between rules and narrative...how magic works in the game doesn't reflect magic as they understand it from fantasy literature or movies. Honestly we're trying every trick under the sun to make it easier for them, but I'm at a loss. The only thing I can think of now are easier classes... that don't exist. [/QUOTE]
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