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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials: which new players?
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<blockquote data-quote="Neonchameleon" data-source="post: 5280764" data-attributes="member: 87792"><p>The thing is that that isn't quite the problem that the martial Essentials 4e classes (with the exception of the Slayer - and there have always been people who want to Just Hit Things) solve. Analysis Paralysis isn't about complexity, it's about <em>options</em>. The classes in 4e are almost all quite simple. But I've seen people staring at their cards simply because there are so many of them and they could do that one ... but that would be cool ... and how about that one? Or that one? And I'd like to use that but it works better on a charge. And ...</p><p> </p><p>I don't honestly think the Knight is more basic to play than a Storm Sorceror. Quite the reverse. It's a defender and that requires attention to both sides and a hell of a lot of tactical postioning rather than stand back, focus fire, and blowing stuff up. But the options are more a tree than a chain. "Marking" Aura on or off. Damage stance or Cleave stance picked at the start of your turn (I really hope there's a Tide of Iron stance but can't immediately remember one). One of 3-4 encounter augments or not. In terms of play, simply because it's a defender it's tactical and complex, and requires attention to see what's going on. </p><p> </p><p>There's a rule of thumb of seven plus or minus two things people can keep in their heads at once. The Knight and the Thief don't have a problem here. They have a wide array of effective powers, but only two to four choices at each decision point (i.e. below the lowest normal threshold - and those decision points are at distinctly different points in the turn so can be thought of in isolation) that then multiply up. The only actual plug and play class in the set is the Slayer and you might as well have <em>one</em>.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5280764, member: 87792"] The thing is that that isn't quite the problem that the martial Essentials 4e classes (with the exception of the Slayer - and there have always been people who want to Just Hit Things) solve. Analysis Paralysis isn't about complexity, it's about [I]options[/I]. The classes in 4e are almost all quite simple. But I've seen people staring at their cards simply because there are so many of them and they could do that one ... but that would be cool ... and how about that one? Or that one? And I'd like to use that but it works better on a charge. And ... I don't honestly think the Knight is more basic to play than a Storm Sorceror. Quite the reverse. It's a defender and that requires attention to both sides and a hell of a lot of tactical postioning rather than stand back, focus fire, and blowing stuff up. But the options are more a tree than a chain. "Marking" Aura on or off. Damage stance or Cleave stance picked at the start of your turn (I really hope there's a Tide of Iron stance but can't immediately remember one). One of 3-4 encounter augments or not. In terms of play, simply because it's a defender it's tactical and complex, and requires attention to see what's going on. There's a rule of thumb of seven plus or minus two things people can keep in their heads at once. The Knight and the Thief don't have a problem here. They have a wide array of effective powers, but only two to four choices at each decision point (i.e. below the lowest normal threshold - and those decision points are at distinctly different points in the turn so can be thought of in isolation) that then multiply up. The only actual plug and play class in the set is the Slayer and you might as well have [I]one[/I]. [/QUOTE]
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