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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Impact of "fixing" the MAD classes?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4726696" data-attributes="member: 82106"><p>The question in my mind continues to be "is MAD bad"? Are any of these classes really weakened, to a point where they're not as playable as SAD classes? In other words is something actually broken. Or are there compensating advantages. It seems to me like I am looking at (for example) the 3 Warlock pacts as being virtually separate classes. You pick a build and that choice determines which powers you LIKELY to use, plus you have access to the powers optimum for the other 2 pacts which you can always dabble in. If a starlock happens to find a particular feylock power to be to his liking then he can use it. Maybe not as well as a feylock can, but it works, and it may work pretty well depending on exactly how his secondary attributes were distributed.</p><p></p><p>I don't think that MAD is the real problem. The problem seems to be first and foremost the whole way the game insists on forcing attribute boosts to be mandatory just to keep up. The point buy system at the beginning also fails to take into account the variable utility of different stats to the character buying them. I really think THAT whole issue is what should be addressed. Adjust things such that increasing your secondary attributes is just as valuable as increasing the primary one, and the whole problem goes away, universally for all classes. </p><p></p><p>Now I don't know exactly how you would relax the 'bonus treadmill'. Hitting is so important that it is hard to see how to balance primary vs secondary stat advantage, but it could be done in the initial point buy to some extent. That would help. Buying primary stat points should simply be more expensive than buying secondary stat points or points in your 'dump' stats. Just something to think about.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4726696, member: 82106"] The question in my mind continues to be "is MAD bad"? Are any of these classes really weakened, to a point where they're not as playable as SAD classes? In other words is something actually broken. Or are there compensating advantages. It seems to me like I am looking at (for example) the 3 Warlock pacts as being virtually separate classes. You pick a build and that choice determines which powers you LIKELY to use, plus you have access to the powers optimum for the other 2 pacts which you can always dabble in. If a starlock happens to find a particular feylock power to be to his liking then he can use it. Maybe not as well as a feylock can, but it works, and it may work pretty well depending on exactly how his secondary attributes were distributed. I don't think that MAD is the real problem. The problem seems to be first and foremost the whole way the game insists on forcing attribute boosts to be mandatory just to keep up. The point buy system at the beginning also fails to take into account the variable utility of different stats to the character buying them. I really think THAT whole issue is what should be addressed. Adjust things such that increasing your secondary attributes is just as valuable as increasing the primary one, and the whole problem goes away, universally for all classes. Now I don't know exactly how you would relax the 'bonus treadmill'. Hitting is so important that it is hard to see how to balance primary vs secondary stat advantage, but it could be done in the initial point buy to some extent. That would help. Buying primary stat points should simply be more expensive than buying secondary stat points or points in your 'dump' stats. Just something to think about. [/QUOTE]
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Impact of "fixing" the MAD classes?
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