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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Impact of "fixing" the MAD classes?
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<blockquote data-quote="Plane Sailing" data-source="post: 4733385" data-attributes="member: 114"><p>Champions made much more sense to me as soon as I realised that you could/should use the disadvantages system to more accurately model the kind of energy blast. For instance, flame blasts that come out of the hands that don't work when wet (+1/4) and have an obvious inaccessible focus (pointing hands) (+1/4). This made the power slightly cheaper to purchase, but gave the DM interesting options for hampering the player (such as when the sprinkler system in the building goes off, or the brick kicks over the fire hydrant).</p><p></p><p>That was the glory of champions (at least champions 1, when I played it) - the vanilla background gave lots of opportunities to add flavour through appropriate restrictions.</p><p></p><p></p><p></p><p>A very interesting solution. Presumably you applied that to damage as well? Presumably ability scores were then only really significant for skills, for secondary effects from powers and that sort of thing?</p><p></p><p></p><p></p><p>I suppose a lot depends upon the era you played in. My first characters were all from the 3d6 rolled in order era, and one of them lasted right up to 3e times (although the druid with 6 Con and 4 Cha (or something similar) just *couldn't* be converted to 3e and remain viable!)</p><p></p><p>I remember that 16 Str used to give you +1 hit and damage at one point, 14-15 was just +1 hit or something like that. Only in the upper echelons of %age Str did bonuses get large. </p><p></p><p>I do agree that in those days ability scores were largely a matter of providing roleplaying hooks for the PC rather than being vital for their success as adventurers. I'm rather sorry to realise that stage is probably over!</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4733385, member: 114"] Champions made much more sense to me as soon as I realised that you could/should use the disadvantages system to more accurately model the kind of energy blast. For instance, flame blasts that come out of the hands that don't work when wet (+1/4) and have an obvious inaccessible focus (pointing hands) (+1/4). This made the power slightly cheaper to purchase, but gave the DM interesting options for hampering the player (such as when the sprinkler system in the building goes off, or the brick kicks over the fire hydrant). That was the glory of champions (at least champions 1, when I played it) - the vanilla background gave lots of opportunities to add flavour through appropriate restrictions. A very interesting solution. Presumably you applied that to damage as well? Presumably ability scores were then only really significant for skills, for secondary effects from powers and that sort of thing? I suppose a lot depends upon the era you played in. My first characters were all from the 3d6 rolled in order era, and one of them lasted right up to 3e times (although the druid with 6 Con and 4 Cha (or something similar) just *couldn't* be converted to 3e and remain viable!) I remember that 16 Str used to give you +1 hit and damage at one point, 14-15 was just +1 hit or something like that. Only in the upper echelons of %age Str did bonuses get large. I do agree that in those days ability scores were largely a matter of providing roleplaying hooks for the PC rather than being vital for their success as adventurers. I'm rather sorry to realise that stage is probably over! Cheers [/QUOTE]
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Community
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Impact of "fixing" the MAD classes?
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