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Forked Thread: Should complexity vary across classes?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4463290" data-attributes="member: 710"><p>More options doesn't have to mean more power. It was this way in D&D, but it doesn't have to be. You can be given options that all suck compared to the optimal solution.</p><p></p><p>In a way, that's how I experienced my Fighter in the Shackled City campaign. </p><p>He was "specialized" in different combat maneuvers (Improved Trip, Bullrush, Disarm, Grapple and so on). That was neat, except the only ability I could consistently use was tripping, while the rest was disappointing in effect for the most part. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> ) One time, we had a temporary player running a "traditional" Fighter that picked Power Attack and all the Weapon Focus feats he (or rather: she) could find. I had far more choices (Expertise, Power Attack, Trip, Disarm, Grapple, Sunder) then she in combat, but all the choices she could take where typically better then mine - she out-damaged my Fighter. Heck, I even had more face time thanks to Combat Reflexes and some reactive ability that allowed me to trip a dodged opponent if he missed. </p><p>The only time I'd say there was a kind of "balance" was when I could trip (since this greatly reduces the enemies combat power), but that wasn't possible as often as I liked. And ultimately, still a boring choice, boiling down to two choices. </p><p></p><p>I think getting the "gamist" balance and the "fun" balance right between differently complex character classes is very hard - and it might be impossible.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4463290, member: 710"] More options doesn't have to mean more power. It was this way in D&D, but it doesn't have to be. You can be given options that all suck compared to the optimal solution. In a way, that's how I experienced my Fighter in the Shackled City campaign. He was "specialized" in different combat maneuvers (Improved Trip, Bullrush, Disarm, Grapple and so on). That was neat, except the only ability I could consistently use was tripping, while the rest was disappointing in effect for the most part. :( ) One time, we had a temporary player running a "traditional" Fighter that picked Power Attack and all the Weapon Focus feats he (or rather: she) could find. I had far more choices (Expertise, Power Attack, Trip, Disarm, Grapple, Sunder) then she in combat, but all the choices she could take where typically better then mine - she out-damaged my Fighter. Heck, I even had more face time thanks to Combat Reflexes and some reactive ability that allowed me to trip a dodged opponent if he missed. The only time I'd say there was a kind of "balance" was when I could trip (since this greatly reduces the enemies combat power), but that wasn't possible as often as I liked. And ultimately, still a boring choice, boiling down to two choices. I think getting the "gamist" balance and the "fun" balance right between differently complex character classes is very hard - and it might be impossible. [/QUOTE]
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