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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Balance - D&D Essentials and the Adventuring Day
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<blockquote data-quote="TheClone" data-source="post: 5351087" data-attributes="member: 90399"><p>Hey hey. Hopefully you're talking about the "real world" group and not your other group which play online. If not, I have to say </p><p></p><p>because I love² the Essentials rogue. It seemply is so much fun to run around on the battlefield (got ambush and tactical trick) and stab people where they don't expect it. It is simpler as the average pre-essentials 4e character, but for me it's complex enough. But remeber, Mustrum, when we played 3e or Shadowrun. You were always the guy to play mages and wizards and all those complex characters in terms of rules. Is the essentials mage also too simple? I guess not. And that's what it is. Not every class is suited for everybody but among all classes there is one for anybody. Me, I love the rogue and might love the slayer, too. You can go for mages with different specializations or with the warpriest.</p><p></p><p>I know the 15 min adventure day, but it's a matter of playstil. In my current group (no Mustrum in there) we never had a 15 min adventure day because we play more story focused with less combats. So this might also differ from group to group.</p><p></p><p>Playing the red box, I didn't feel less important without dailies. I as a thief had my damage output where I could shine. Each and every round except the mage's dailies or even encounters hit. The knight was holding the first line. In one encounter the enemies were actually swarming him, but it didn't matter much to him. I was delivering backstabs until the changeling knocked me out of my boot and the mage was sending his spells right over the swarming masses and driving the enemies away to give the knight some more air to breath. I can't help but I can't feel anything unbalanced.</p><p></p><p>Essentials builds differ more from each other as the traditional pre-essentials ones. I guess this alone leaves room for anybody to shine in combat. And the 15 in adventure day will no happen because of healing surges as stated before. Even the power of a wizard or cleric relies only partly on dailies. Both may do enough damage and help with encounters and at-will, so having blown through all of your dailies does reduce your battle capabilites a lot less than having lost half of your spells including the important ones and "breakfast buffs" in 3e did.</p></blockquote><p></p>
[QUOTE="TheClone, post: 5351087, member: 90399"] Hey hey. Hopefully you're talking about the "real world" group and not your other group which play online. If not, I have to say because I love² the Essentials rogue. It seemply is so much fun to run around on the battlefield (got ambush and tactical trick) and stab people where they don't expect it. It is simpler as the average pre-essentials 4e character, but for me it's complex enough. But remeber, Mustrum, when we played 3e or Shadowrun. You were always the guy to play mages and wizards and all those complex characters in terms of rules. Is the essentials mage also too simple? I guess not. And that's what it is. Not every class is suited for everybody but among all classes there is one for anybody. Me, I love the rogue and might love the slayer, too. You can go for mages with different specializations or with the warpriest. I know the 15 min adventure day, but it's a matter of playstil. In my current group (no Mustrum in there) we never had a 15 min adventure day because we play more story focused with less combats. So this might also differ from group to group. Playing the red box, I didn't feel less important without dailies. I as a thief had my damage output where I could shine. Each and every round except the mage's dailies or even encounters hit. The knight was holding the first line. In one encounter the enemies were actually swarming him, but it didn't matter much to him. I was delivering backstabs until the changeling knocked me out of my boot and the mage was sending his spells right over the swarming masses and driving the enemies away to give the knight some more air to breath. I can't help but I can't feel anything unbalanced. Essentials builds differ more from each other as the traditional pre-essentials ones. I guess this alone leaves room for anybody to shine in combat. And the 15 in adventure day will no happen because of healing surges as stated before. Even the power of a wizard or cleric relies only partly on dailies. Both may do enough damage and help with encounters and at-will, so having blown through all of your dailies does reduce your battle capabilites a lot less than having lost half of your spells including the important ones and "breakfast buffs" in 3e did. [/QUOTE]
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Game Balance - D&D Essentials and the Adventuring Day
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