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General Tabletop Discussion
*Pathfinder & Starfinder
Is the Executioner underpowered, not a striker or both? (or am I missing something?)
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<blockquote data-quote="mneme" data-source="post: 5592225" data-attributes="member: 59248"><p>Neverfate: I don't think it's so much that they "don't care" as that these aren't easy problems to solve.</p><p></p><p>Actually, though, I think you've put the nail on the head of the problem -- it's not that everything else is badly done, but that charging optimization is so well supported that tends to throw things (way) out of balance.</p><p></p><p>Characters who make most of their attacks with basic attacks are simpler to design, good in a wide variety of circumstances, and simpler to play than characters who mostly use powers.</p><p></p><p>Charge support enables certain intended playstyles, and keeps combats moving rather than static, encouraging battles with a lot of movement rather than a boring clash of lines (and certain characters, like barbarians and even most defenders, are -intended- to charge a fair bit).</p><p></p><p>In combination...every damage oriented character would do more damage if they were built around charging. Sometimes including ones for which that makes no sense! (like a warlock charge build).</p><p></p><p>One solution to this would be to nerf charge optimization. This should happen.</p><p></p><p>Another, though, would be to support other conditional damage at equivalent rates to the way charging is supported. There are plenty of other conditions that one can key extra damage to -- and many of them are harder to cheese out than charging is, given badge of the berserker and the like. Stuff like:</p><p> If you were hidden at the beginning of your turn.</p><p> When bloodied.</p><p> When attacking a bloodied creature.</p><p> When no creatures are adjacent to you (or no creatures other than the target are adjacent to you).</p><p> When no ally is closer to the target than you are.</p><p> If you killed something since your last turn [great for controllers; let them switch off killing minions and hitting real monsters]</p><p> When attacking a prone target.</p><p> When attacking a target you are grabbing.</p><p> And so on.</p><p></p><p>Sure, charge opt needs to be less supported (or make most charge opt over-scaled item bonuses, so they don't stack and even compete with Iron Armbands/Radiant Weapons), but throw more support to other conditions that are interesting and fun to work for and you provide people with a choice of playstyle rather than going for charge builds in competitive situations as their only source of decent damage.</p></blockquote><p></p>
[QUOTE="mneme, post: 5592225, member: 59248"] Neverfate: I don't think it's so much that they "don't care" as that these aren't easy problems to solve. Actually, though, I think you've put the nail on the head of the problem -- it's not that everything else is badly done, but that charging optimization is so well supported that tends to throw things (way) out of balance. Characters who make most of their attacks with basic attacks are simpler to design, good in a wide variety of circumstances, and simpler to play than characters who mostly use powers. Charge support enables certain intended playstyles, and keeps combats moving rather than static, encouraging battles with a lot of movement rather than a boring clash of lines (and certain characters, like barbarians and even most defenders, are -intended- to charge a fair bit). In combination...every damage oriented character would do more damage if they were built around charging. Sometimes including ones for which that makes no sense! (like a warlock charge build). One solution to this would be to nerf charge optimization. This should happen. Another, though, would be to support other conditional damage at equivalent rates to the way charging is supported. There are plenty of other conditions that one can key extra damage to -- and many of them are harder to cheese out than charging is, given badge of the berserker and the like. Stuff like: If you were hidden at the beginning of your turn. When bloodied. When attacking a bloodied creature. When no creatures are adjacent to you (or no creatures other than the target are adjacent to you). When no ally is closer to the target than you are. If you killed something since your last turn [great for controllers; let them switch off killing minions and hitting real monsters] When attacking a prone target. When attacking a target you are grabbing. And so on. Sure, charge opt needs to be less supported (or make most charge opt over-scaled item bonuses, so they don't stack and even compete with Iron Armbands/Radiant Weapons), but throw more support to other conditions that are interesting and fun to work for and you provide people with a choice of playstyle rather than going for charge builds in competitive situations as their only source of decent damage. [/QUOTE]
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Is the Executioner underpowered, not a striker or both? (or am I missing something?)
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