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Miniature Handbook: Balance Problems for Regular D&D
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<blockquote data-quote="Silveras" data-source="post: 1488667" data-attributes="member: 6271"><p>Ok, I'll toss in my 2 cents. </p><p></p><p><strong>General:</strong> Well, I think the key to keep in mind is what level of power you like in your game. If you already find the Cleric to be "a little too good", for example, you may find things in the Miniatures Handbook need some toning down. If, on the other hand, you view the Cleric as fine and the Sorcerer "a little weak" (as I do), you may find the materials "just right". </p><p></p><p><strong>Favored Soul</strong>: I have not allowed the Favored Soul in my games, and I am unlikely to do so. I have been flirting with the idea of making all Divine Spellcasters spontaneous casters (which I think better reflects divine assistance), and the Favored Soul just doesn't fit the mold I am looking for. The gradual energy resistance and eventual wings make it more of a transformational class (like many PrCs), and I generally do not like the idea of transformation as a class feature (I prefer to make it the point of becoming an Epic character). </p><p></p><p><strong>Healer</strong>: I agree with MerricB here, in theory; I have neither played nor seen one played yet. From the appearance, it does seem more like a "Cohort-ready" class. </p><p></p><p><strong>Marshal</strong>: I have created a Marshal character, specifically a Paladin/Marshal for a PBeM in the Forgotten Realms. I am currently waiting for the party to find him, so I can begin play. The party has a Bard, but he usually uses his spells rather than his bardic music, so I don't see the Marshal part of my new character as supplanting that. The other thing to consider is that the Marshal's "buffing" is fairly concentrated - on specific tasks. The Bard's inspirational abilities are, I think, a bit more generalized. I am actually looking forward to using the Marshal abilities with the other characters. </p><p></p><p><strong>Warmage</strong>: Again, I agree with MerricB and with Dren. The Warmage outshines a Sorcerer in a straight energy hurler role. In some ways, it can be viewed as a military-trained specialist Sorcerer. Since I try to provide a variety of challenges in my adventures, versatility usually trumps raw power in my world. As a result, the Sorcerer is a bit weak for my world, and needs a little boost (I am now using the Battle Sorcerer from Unearthed Arcana as my standard Sorcerer). The Warmage is a class I do not allow as, again, it does not fit the flavor I am working on.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1488667, member: 6271"] Ok, I'll toss in my 2 cents. [B]General:[/B] Well, I think the key to keep in mind is what level of power you like in your game. If you already find the Cleric to be "a little too good", for example, you may find things in the Miniatures Handbook need some toning down. If, on the other hand, you view the Cleric as fine and the Sorcerer "a little weak" (as I do), you may find the materials "just right". [B]Favored Soul[/B]: I have not allowed the Favored Soul in my games, and I am unlikely to do so. I have been flirting with the idea of making all Divine Spellcasters spontaneous casters (which I think better reflects divine assistance), and the Favored Soul just doesn't fit the mold I am looking for. The gradual energy resistance and eventual wings make it more of a transformational class (like many PrCs), and I generally do not like the idea of transformation as a class feature (I prefer to make it the point of becoming an Epic character). [B]Healer[/B]: I agree with MerricB here, in theory; I have neither played nor seen one played yet. From the appearance, it does seem more like a "Cohort-ready" class. [B]Marshal[/B]: I have created a Marshal character, specifically a Paladin/Marshal for a PBeM in the Forgotten Realms. I am currently waiting for the party to find him, so I can begin play. The party has a Bard, but he usually uses his spells rather than his bardic music, so I don't see the Marshal part of my new character as supplanting that. The other thing to consider is that the Marshal's "buffing" is fairly concentrated - on specific tasks. The Bard's inspirational abilities are, I think, a bit more generalized. I am actually looking forward to using the Marshal abilities with the other characters. [B]Warmage[/B]: Again, I agree with MerricB and with Dren. The Warmage outshines a Sorcerer in a straight energy hurler role. In some ways, it can be viewed as a military-trained specialist Sorcerer. Since I try to provide a variety of challenges in my adventures, versatility usually trumps raw power in my world. As a result, the Sorcerer is a bit weak for my world, and needs a little boost (I am now using the Battle Sorcerer from Unearthed Arcana as my standard Sorcerer). The Warmage is a class I do not allow as, again, it does not fit the flavor I am working on. [/QUOTE]
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