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*Pathfinder & Starfinder
From specialization to diversification: Choice & playing a fighter
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<blockquote data-quote="DEFCON 1" data-source="post: 5849298" data-attributes="member: 7006"><p>However it ends up falling out... the biggest issue in the design for creating options for a "Weapon Specialist" and "Weapon Generalist" is that they both be fairly even in power (otherwise everyone will take one option over the other). </p><p></p><p>Which is going to be difficult design proposition, because you're going to need to create one ability that applies to a single weapon which is good enough to overcome the risk the Specialist takes on that they could lose the ability if a magic weapon appears that isn't what he's specialized in... but also not so overpowered compared to the Generalist option or the rest of the classes. As well as another ability that can apply equally to ALL weapons the Generalist might use and is cool and useful enough to warrant taking it... while again not overpowering all of them compared to the Specialist or other classes.</p><p></p><p>Here's what I'm thinking: The Generalist's ability should probably be <em>slightly</em> less powerful that the Specialist's, because there's no risk involved for the Generalist. The ability will always be applicable to them, whereas the Specialist does involve the risk in possibly losing the bonus due to using a different weapon for whatever reason. So how about something like this:</p><p></p><p>Specialists get a +1 bonus to Attack with all weapons from a specific weapon group.</p><p></p><p>Generalists do not need to confirm critical hits. All criticals automatically confirm.</p><p></p><p>What you get from this are two very different abilities, both of which do not require any remembering of "fiddly bits". Specialists get that ever-important bonus to Attack rolls (the Holy Grail of abilities) that they get to use all the time while not being <em>so</em> good compared to stuff other classes would get (since it basically mimics the +1 4E Fighters get for 1-handed or 2-handed choice). And Generalists get an easy to understand ability that will only come up occasionally (on a roll of 20), but makes every weapon in his hand a deadly object (since they technically "crit" more often than the Specialist without going REALLY overpowered by like extending crit range to 19-20). And since this ability is fairly unique, you have less "stacking" worries to content with.</p><p></p><p>To be honest... until the math gets fully fleshed out I have no way of really knowing if "auto-confirming" criticals is actually as good an ability as I think it is (especially compared to the +1 Attack bonus)... but it was definitely one ability I thought of that could be applied across all Weapon Groups for the Generalist without overpowering him.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5849298, member: 7006"] However it ends up falling out... the biggest issue in the design for creating options for a "Weapon Specialist" and "Weapon Generalist" is that they both be fairly even in power (otherwise everyone will take one option over the other). Which is going to be difficult design proposition, because you're going to need to create one ability that applies to a single weapon which is good enough to overcome the risk the Specialist takes on that they could lose the ability if a magic weapon appears that isn't what he's specialized in... but also not so overpowered compared to the Generalist option or the rest of the classes. As well as another ability that can apply equally to ALL weapons the Generalist might use and is cool and useful enough to warrant taking it... while again not overpowering all of them compared to the Specialist or other classes. Here's what I'm thinking: The Generalist's ability should probably be [I]slightly[/I] less powerful that the Specialist's, because there's no risk involved for the Generalist. The ability will always be applicable to them, whereas the Specialist does involve the risk in possibly losing the bonus due to using a different weapon for whatever reason. So how about something like this: Specialists get a +1 bonus to Attack with all weapons from a specific weapon group. Generalists do not need to confirm critical hits. All criticals automatically confirm. What you get from this are two very different abilities, both of which do not require any remembering of "fiddly bits". Specialists get that ever-important bonus to Attack rolls (the Holy Grail of abilities) that they get to use all the time while not being [I]so[/I] good compared to stuff other classes would get (since it basically mimics the +1 4E Fighters get for 1-handed or 2-handed choice). And Generalists get an easy to understand ability that will only come up occasionally (on a roll of 20), but makes every weapon in his hand a deadly object (since they technically "crit" more often than the Specialist without going REALLY overpowered by like extending crit range to 19-20). And since this ability is fairly unique, you have less "stacking" worries to content with. To be honest... until the math gets fully fleshed out I have no way of really knowing if "auto-confirming" criticals is actually as good an ability as I think it is (especially compared to the +1 Attack bonus)... but it was definitely one ability I thought of that could be applied across all Weapon Groups for the Generalist without overpowering him. [/QUOTE]
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