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*Pathfinder & Starfinder
How will superior implements work?
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<blockquote data-quote="Felon" data-source="post: 4986890" data-attributes="member: 8158"><p>Don't kid yourself. Folks have thought about it plenty. In fact, we actually take a stab at qualifying our positions. Seriously, when I tell you that I've played a warlock and spent a year trying to find a way to make it do something impressive, and that doesn't happen to jibe with your passive observations with a 'lock in your group, you see fit to tell me that it's just a matter of me needing to pay attention to my damage output? Is it some kind of hubris that compels you to believe that your indirect familiarity with a warlock trumps someone else's firsthand experiences meticulously sifting through the character builder? Think about that.</p><p></p><p>"Modus operandi" is largely associated with "role" in 4e, and to its designers' credit, they seem to be pretty good at making different classes with the same role feel distinct from each other. As strikers, a ranger and a barbarian can both do a lot of damage, yet play differently. Giving a warlock a superior implement that increases its damage output to the superlative levels one expects of a striker doesn't suddenly make it ubiquitous. It just lets it meet a baseline that it's currently falling below. It still has the same schtick as before.</p><p></p><p>The only way to support the notion that implement-users already have their edge is to qualify what that edge is. So far, that hasn't been demonstrated, just asserted. The damage discrepency, OTOH, is readily demonstrable.</p><p></p><p></p><p>The impression given here and in previous posts is that you draw conclusions about classes by watching what people play at your gaming table. If so, check out what Wikipedia says about <a href="http://en.wikipedia.org/wiki/Inductive_reasoning" target="_blank">inductive reasoning</a> and see if you think this approach qualifies as a strong induction. Personally, I recommend spending quality time with the Character Builder. As skeptical as I was about it, it turned out to be a great investment for the purpose of character analysis. Of course, that's just a foundation. The next step is to experience it in play to see if it gels.</p><p></p><p>As to superior implements doing something other than extra damage, I'm open to the idea if it gives implements an edge over weapons, but the big problem is that damage bonuses are just so darn nice and incremental.</p></blockquote><p></p>
[QUOTE="Felon, post: 4986890, member: 8158"] Don't kid yourself. Folks have thought about it plenty. In fact, we actually take a stab at qualifying our positions. Seriously, when I tell you that I've played a warlock and spent a year trying to find a way to make it do something impressive, and that doesn't happen to jibe with your passive observations with a 'lock in your group, you see fit to tell me that it's just a matter of me needing to pay attention to my damage output? Is it some kind of hubris that compels you to believe that your indirect familiarity with a warlock trumps someone else's firsthand experiences meticulously sifting through the character builder? Think about that. "Modus operandi" is largely associated with "role" in 4e, and to its designers' credit, they seem to be pretty good at making different classes with the same role feel distinct from each other. As strikers, a ranger and a barbarian can both do a lot of damage, yet play differently. Giving a warlock a superior implement that increases its damage output to the superlative levels one expects of a striker doesn't suddenly make it ubiquitous. It just lets it meet a baseline that it's currently falling below. It still has the same schtick as before. The only way to support the notion that implement-users already have their edge is to qualify what that edge is. So far, that hasn't been demonstrated, just asserted. The damage discrepency, OTOH, is readily demonstrable. The impression given here and in previous posts is that you draw conclusions about classes by watching what people play at your gaming table. If so, check out what Wikipedia says about [URL="http://en.wikipedia.org/wiki/Inductive_reasoning"]inductive reasoning[/URL] and see if you think this approach qualifies as a strong induction. Personally, I recommend spending quality time with the Character Builder. As skeptical as I was about it, it turned out to be a great investment for the purpose of character analysis. Of course, that's just a foundation. The next step is to experience it in play to see if it gels. As to superior implements doing something other than extra damage, I'm open to the idea if it gives implements an edge over weapons, but the big problem is that damage bonuses are just so darn nice and incremental. [/QUOTE]
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How will superior implements work?
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