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*Pathfinder & Starfinder
My thoughts on 'niche protection'
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<blockquote data-quote="Hautamaki" data-source="post: 5905553" data-attributes="member: 42219"><p>Yes I see, it's basically what D&D has always been.</p><p></p><p>But I think there's another way to go about it. Let's break it down a level; fighters get things done via physical prowess. Rogues get things done via amazing skills. Clerics get things done via divine powers. Mages get things done via arcane magic.</p><p></p><p>Now lets create a unique mechanic for each of these things. For fighters, we could have feats and access to the best weapons and armor. For rogues we have skills. For clerics we have prayers (but not vancian magic). For mages we have spells (vancian seems most likely I guess?)</p><p></p><p>Now suppose our fighter wants to go DPS. He chooses 2 weapons or a 2-handed weapon and goes with light armor (perhaps a drawback of heavier armor is less attacks per round?). Suppose our fighter wants to be a tank. He takes a shield and heavy armour. Suppose our fighter wants to be a long range specialist. Magical longbow. Suppose our fighter wants to be a healer. He can learn alchemy and heal skill to make healing potions. All along the way the fighter can take feats to maximise his specialization along these paths, or sacrifice them for more general 'fighting skill' (increase BAB, base defense, etc).</p><p></p><p>Now our rogue will be much like a fighter except that he will get more skill points instead of fighting skill and his 'feat' list will be different from a fighter's. Using heavy weapons and armour is not strictly forbidden but would make no sense as they will carry penalties for much of what a rogue would normally be trying to do, which is sneak around.</p><p></p><p>A DPS rogue can put skill points into buffing his sneak attack. A tank rogue can put skill points into dodging and evading. A healer rogue can learn alchemy/healing like a fighter. A long range rogue uses a small crossbow but augments the damage with poison.</p><p></p><p>So the rogue can fulfill almost the exact same roles as the fighter, but the specifics will differ and in certain situations one would be better than the other but overall it would average out. </p><p></p><p>A Cleric can basically replicate any other class depending on which deity he worships--however he can do so only so long as he has divine power remaining. So he can out-sneak a rogue and out-fight a fighter and even do immediate healing in the middle of a battle; but only for a limited time. A cleric adds an element of strategic resource management.</p><p></p><p>The Mage is like a cleric in that he can replicate any other class and even more-so. But like a cleric his resources are more limited; and because his magic is vancian he has to hope that he is choosing the right spells at the beginning of the day. I'd also (as with clerics) like to see mages more specialized; so that if a player wants to play a tank mage, he gets defensive spells and that's about it; if a player wants to play a DPS mage he gets offensive damaging spells and that's about it; and so on. I don't mind if a mage can be the best at any 1 thing for a limited time but it's broken if the same character can the best at anything on any given day, even if for only a limited time.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5905553, member: 42219"] Yes I see, it's basically what D&D has always been. But I think there's another way to go about it. Let's break it down a level; fighters get things done via physical prowess. Rogues get things done via amazing skills. Clerics get things done via divine powers. Mages get things done via arcane magic. Now lets create a unique mechanic for each of these things. For fighters, we could have feats and access to the best weapons and armor. For rogues we have skills. For clerics we have prayers (but not vancian magic). For mages we have spells (vancian seems most likely I guess?) Now suppose our fighter wants to go DPS. He chooses 2 weapons or a 2-handed weapon and goes with light armor (perhaps a drawback of heavier armor is less attacks per round?). Suppose our fighter wants to be a tank. He takes a shield and heavy armour. Suppose our fighter wants to be a long range specialist. Magical longbow. Suppose our fighter wants to be a healer. He can learn alchemy and heal skill to make healing potions. All along the way the fighter can take feats to maximise his specialization along these paths, or sacrifice them for more general 'fighting skill' (increase BAB, base defense, etc). Now our rogue will be much like a fighter except that he will get more skill points instead of fighting skill and his 'feat' list will be different from a fighter's. Using heavy weapons and armour is not strictly forbidden but would make no sense as they will carry penalties for much of what a rogue would normally be trying to do, which is sneak around. A DPS rogue can put skill points into buffing his sneak attack. A tank rogue can put skill points into dodging and evading. A healer rogue can learn alchemy/healing like a fighter. A long range rogue uses a small crossbow but augments the damage with poison. So the rogue can fulfill almost the exact same roles as the fighter, but the specifics will differ and in certain situations one would be better than the other but overall it would average out. A Cleric can basically replicate any other class depending on which deity he worships--however he can do so only so long as he has divine power remaining. So he can out-sneak a rogue and out-fight a fighter and even do immediate healing in the middle of a battle; but only for a limited time. A cleric adds an element of strategic resource management. The Mage is like a cleric in that he can replicate any other class and even more-so. But like a cleric his resources are more limited; and because his magic is vancian he has to hope that he is choosing the right spells at the beginning of the day. I'd also (as with clerics) like to see mages more specialized; so that if a player wants to play a tank mage, he gets defensive spells and that's about it; if a player wants to play a DPS mage he gets offensive damaging spells and that's about it; and so on. I don't mind if a mage can be the best at any 1 thing for a limited time but it's broken if the same character can the best at anything on any given day, even if for only a limited time. [/QUOTE]
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