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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making Classes different but balanced
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<blockquote data-quote="Rabbitbait" data-source="post: 5773545" data-attributes="member: 60100"><p>In terms of class mechanics, two things I have heard are:</p><p></p><p>The classes are now balanced - this is brilliant</p><p>The classes now all work the same way - this is vanilla and boring</p><p></p><p>What we need in 5E is a way of having classes remain balanced, while working very differently in gameplay. The big question is "how can this be accomplished".</p><p></p><p>I love the suggestion somebody mentioned on another thread that mages should take more than one round to cast big nasty spells (like fireball for example). This takes the mage back to the role of somebody who must be defended but has the most powerful effects.</p><p></p><p>I imagine a battle where a mage begins casting fireball, the enemy see this and move in to attack him or duck for cover before the spell is completed and the rest of the party desperately try and stop the baddies from getting at the mage. Then by the time the mage has finished casting the layout of the battlefield has changed which leaves the mage to very carefully choose where to place the explosion.</p><p></p><p>What about a rogue (dex fighter) - maybe they get more than one attack per round, not massively damaging in themselves if the battlefield is laid out in a way where the rogue can move around enough they can attack multiple enemies.</p><p></p><p>Fighters (Str Fighter) - big weapon goes smack with high damage against single targets. With the right powers/paths/trees/whatever these could have effects added like slow, daze, stun, immobilize etc.</p><p></p><p>Clerics - um, I don't like Clerics. I think we should fix the healing system instead. But I think if we went down this path following the pattern set by Warlords is a good example - Charisma based characters who inspire their friends and put fear in the hearts of their enemies. </p><p></p><p>There would be different ways that progression occurs for different class types through a mixture of talent trees, stacking feats, simple level based options or addons to basic abilities - all depending on what type of character you want to play.</p><p></p><p>What do you reckon? I'm just thinking out loud.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 5773545, member: 60100"] In terms of class mechanics, two things I have heard are: The classes are now balanced - this is brilliant The classes now all work the same way - this is vanilla and boring What we need in 5E is a way of having classes remain balanced, while working very differently in gameplay. The big question is "how can this be accomplished". I love the suggestion somebody mentioned on another thread that mages should take more than one round to cast big nasty spells (like fireball for example). This takes the mage back to the role of somebody who must be defended but has the most powerful effects. I imagine a battle where a mage begins casting fireball, the enemy see this and move in to attack him or duck for cover before the spell is completed and the rest of the party desperately try and stop the baddies from getting at the mage. Then by the time the mage has finished casting the layout of the battlefield has changed which leaves the mage to very carefully choose where to place the explosion. What about a rogue (dex fighter) - maybe they get more than one attack per round, not massively damaging in themselves if the battlefield is laid out in a way where the rogue can move around enough they can attack multiple enemies. Fighters (Str Fighter) - big weapon goes smack with high damage against single targets. With the right powers/paths/trees/whatever these could have effects added like slow, daze, stun, immobilize etc. Clerics - um, I don't like Clerics. I think we should fix the healing system instead. But I think if we went down this path following the pattern set by Warlords is a good example - Charisma based characters who inspire their friends and put fear in the hearts of their enemies. There would be different ways that progression occurs for different class types through a mixture of talent trees, stacking feats, simple level based options or addons to basic abilities - all depending on what type of character you want to play. What do you reckon? I'm just thinking out loud. [/QUOTE]
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Making Classes different but balanced
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