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*Pathfinder & Starfinder
Excerpt: Multiclassing (merged)
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<blockquote data-quote="Graf" data-source="post: 4195489" data-attributes="member: 3087"><p>I like the way you're trying to analyze but I think there are some other ways to look at it...</p><p></p><p>What's wrong with having the "weapon focus" of the game be "you have fighter training"? Sure it may be <s>a bit better than another feat</s>on the "must take list" but 1) it makes sense that if you're studying everything about fighting you study fighting with fighters 2) it prevents other-multiclassing (a disadvantage -- again you spend all your time practicing poking things with long pointy things you don't have time to learn other classes).</p><p></p><p>Also, <em>healing word </em>triggers someone elses healing surge. That's a useful power at epic levels. Not bad for a 1st level feat. Heck, the power could be called "you get an extra healing surge as a minor action" which is the dwarf power.</p><p></p><p></p><p></p><p>Obviously some powers will be sub optimal for certain characters. That's why you get to <strong>swap again</strong>, for free <strong>every level</strong>. So someone could pick a flavorful power that doesn't work well, have the character learn from the experience and go pick something more useful.</p><p></p><p>I know that FL has been mentioning the pay twice thing, I may just be being contrary but there are really only two ways to balance the system.</p><p></p><p>1. Balance toward the middle (so even a fighter with 13 int benefits significantly from getting magic missile)</p><p>2. Balance toward the high end (so a tactical warlord with 20 int doesn't benefit too much from taking RoF (or whatever the best wizard power is)</p><p></p><p>You can't really have a system that allows both of these things and also where stat choices matter.</p><p>3.5 swung wildly around gimping most combinations in an (ultimately failed) attempt to cut the power of the extremity.</p><p></p><p>And the power gap between of the extremity and "normal" (or, god forbid, core-only) characters was/is vast.</p><p>Ultimately I think they have to expect that people will optimize and eye the upper rung carefully. One of the best ways to limit that is a "pay to play" system where you give up some awesomeness from your class to get access to another.</p></blockquote><p></p>
[QUOTE="Graf, post: 4195489, member: 3087"] I like the way you're trying to analyze but I think there are some other ways to look at it... What's wrong with having the "weapon focus" of the game be "you have fighter training"? Sure it may be [s]a bit better than another feat[/s]on the "must take list" but 1) it makes sense that if you're studying everything about fighting you study fighting with fighters 2) it prevents other-multiclassing (a disadvantage -- again you spend all your time practicing poking things with long pointy things you don't have time to learn other classes). Also, [I]healing word [/I]triggers someone elses healing surge. That's a useful power at epic levels. Not bad for a 1st level feat. Heck, the power could be called "you get an extra healing surge as a minor action" which is the dwarf power. Obviously some powers will be sub optimal for certain characters. That's why you get to [B]swap again[/B], for free [B]every level[/B]. So someone could pick a flavorful power that doesn't work well, have the character learn from the experience and go pick something more useful. I know that FL has been mentioning the pay twice thing, I may just be being contrary but there are really only two ways to balance the system. 1. Balance toward the middle (so even a fighter with 13 int benefits significantly from getting magic missile) 2. Balance toward the high end (so a tactical warlord with 20 int doesn't benefit too much from taking RoF (or whatever the best wizard power is) You can't really have a system that allows both of these things and also where stat choices matter. 3.5 swung wildly around gimping most combinations in an (ultimately failed) attempt to cut the power of the extremity. And the power gap between of the extremity and "normal" (or, god forbid, core-only) characters was/is vast. Ultimately I think they have to expect that people will optimize and eye the upper rung carefully. One of the best ways to limit that is a "pay to play" system where you give up some awesomeness from your class to get access to another. [/QUOTE]
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