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how many classes is too many?
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<blockquote data-quote="Jhaelen" data-source="post: 6170386" data-attributes="member: 46713"><p>Well, if it's so simple, then why has no published game ever managed to achieve this kind of balance?</p><p></p><p>And even if all of the 'equally' good options had the same cost, cheaper options that don't help to increase power, only depth, would never be chosen unless there aren't any more options increasing power (or they're too expensive to buy with the points left), or the system has some kind of siloing.</p><p></p><p>This is indeed probably a better approach: If there are several, equally important, but completely orthogonal fields, then you can have variety on an individual basis, at least. You still won't get variety at a group level, though. Because in such a game, the players will make sure to cover all the bases by having their characters specialize each in a different field. In a way, this introduces the new problem of 'standard roles' that have to be covered to create a functional party.</p><p></p><p>My preferred approach is to only offer 'package deals', e.g. feat chains, backgrounds, or templates that include both good and bad options. Packages are a lot easier to balance than individual options.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6170386, member: 46713"] Well, if it's so simple, then why has no published game ever managed to achieve this kind of balance? And even if all of the 'equally' good options had the same cost, cheaper options that don't help to increase power, only depth, would never be chosen unless there aren't any more options increasing power (or they're too expensive to buy with the points left), or the system has some kind of siloing. This is indeed probably a better approach: If there are several, equally important, but completely orthogonal fields, then you can have variety on an individual basis, at least. You still won't get variety at a group level, though. Because in such a game, the players will make sure to cover all the bases by having their characters specialize each in a different field. In a way, this introduces the new problem of 'standard roles' that have to be covered to create a functional party. My preferred approach is to only offer 'package deals', e.g. feat chains, backgrounds, or templates that include both good and bad options. Packages are a lot easier to balance than individual options. [/QUOTE]
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