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Martials > Casters
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7982860" data-attributes="member: 6701872"><p>I think the design space in which true balance between martials and casters would exist is too narrow to land in without building both off the same building blocks (which is a thing that makes some people very grumpy the instant they see it).</p><p></p><p>Which is why PF2 has ended up with a tightly balanced game that favors martial characters in general but can lean the other way and favor casters in specific circumstances. Because of basic ideas like "options that cost resources have to be better than options that don't or it isn't worth using them" and "at-will options of classes that also get resource-based options can't be as good as other at-will options because that'd be unbalanced" and "even if it costs a resource, it can't be so much better than non-resource options from similar level of characters that people feel their character isn't contributing enough in comparison" all applying to the same design element (spells) you get the current PF2 dynamic:</p><p></p><p>At-will spells < at-will martial options < non-resource limited options (that flourish tag) < resource costing limited options used in the right circumstances.</p><p></p><p>I haven't gotten into the higher level range with the game yet either, but I do think it looks like it fits the "start out weaker, end up stronger" idea of yesteryear D&D - just not to as extreme of degree, since the baseline competency has been raised and the top end "if I cast the right spell an entire encounter is over" has been significantly trimmed down.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7982860, member: 6701872"] I think the design space in which true balance between martials and casters would exist is too narrow to land in without building both off the same building blocks (which is a thing that makes some people very grumpy the instant they see it). Which is why PF2 has ended up with a tightly balanced game that favors martial characters in general but can lean the other way and favor casters in specific circumstances. Because of basic ideas like "options that cost resources have to be better than options that don't or it isn't worth using them" and "at-will options of classes that also get resource-based options can't be as good as other at-will options because that'd be unbalanced" and "even if it costs a resource, it can't be so much better than non-resource options from similar level of characters that people feel their character isn't contributing enough in comparison" all applying to the same design element (spells) you get the current PF2 dynamic: At-will spells < at-will martial options < non-resource limited options (that flourish tag) < resource costing limited options used in the right circumstances. I haven't gotten into the higher level range with the game yet either, but I do think it looks like it fits the "start out weaker, end up stronger" idea of yesteryear D&D - just not to as extreme of degree, since the baseline competency has been raised and the top end "if I cast the right spell an entire encounter is over" has been significantly trimmed down. [/QUOTE]
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