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*Pathfinder & Starfinder
Optimizers, oh my!
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6057268" data-attributes="member: 19675"><p>My first answer to this is simple: don't rely on other PCs to keep you alive in dangerous situations. Be as self-sufficient as you can.</p><p></p><p>The 3.5Ed RttToEe campaign I was in, I initially played a Ftr/Rgr/SpecWiz Diviner/Spellsword. He had few offensive spells, and was a 2Wf build with Shortsword & whip (tripper/disarmer). He saved other PCs more often than they care to admit- his divinations helped us avoid trouble; he was the only PC in the party with any ranks in Swim, which let him rescue the paralyzed and drowning thief.</p><p></p><p>My second answer is also simple: there is more than one way to do the job.</p><p></p><p>Same campaign as above, but had retired that PC because the party was about 10th level, and the only PC in the party with divine casting above 2nd level or so was played by someone who moved away. I built a Sorc/Cleric/Geo/MT to take up the healing duties. He does this quite well...and mostly via CompDiv's Sacred Healing feat & Extra Turning not spells. (Don't ask him to turn undead though...)</p><p></p><p>My third answer is: there are all kinds of story lines in which a group is made up of individuals of disperate power because people congregate in adventuring groups for a variety of narrative reasons. Not every D&D group needs to be Seal Team 6.</p><p></p><p>Look at the Justice League. Batman may be an incredible character, but when it comes to massive alien invasions, he's NOT the guy for taking out starships in space. Sabotage? Yes. But not in a massive dogfight, he's not much use.</p><p></p><p>Look at the Walking Dead. Or NBSG.</p><p></p><p>Try playing RIFTS for a while- a game with basic classes including the Glitterboy and the Vagabond- and you can see how this can work* in a narrative to make for an excellent and enjoyable.</p><p></p><p></p><p></p><p>The only metagame expectation that matters is that you're going to be playing with the other people at the table, each with their own idiosyncrasies & expectations of fun.</p><p></p><p>For instance, there is a guy in our group that plays a wizard 85% of the time in D&D, and another who plays a "sniper" just as often, regardless of system. And they play them well, which is good...but it means that most of the time, nobody else gets to explore those options. The metagame assumption we have is that it makes those guys happy, and so be it.</p><p></p><p>As for what is "best" much of that is subjective. Yes, there is hard math behind certain options being mechanically better...but the math is not the whole of the game.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6057268, member: 19675"] My first answer to this is simple: don't rely on other PCs to keep you alive in dangerous situations. Be as self-sufficient as you can. The 3.5Ed RttToEe campaign I was in, I initially played a Ftr/Rgr/SpecWiz Diviner/Spellsword. He had few offensive spells, and was a 2Wf build with Shortsword & whip (tripper/disarmer). He saved other PCs more often than they care to admit- his divinations helped us avoid trouble; he was the only PC in the party with any ranks in Swim, which let him rescue the paralyzed and drowning thief. My second answer is also simple: there is more than one way to do the job. Same campaign as above, but had retired that PC because the party was about 10th level, and the only PC in the party with divine casting above 2nd level or so was played by someone who moved away. I built a Sorc/Cleric/Geo/MT to take up the healing duties. He does this quite well...and mostly via CompDiv's Sacred Healing feat & Extra Turning not spells. (Don't ask him to turn undead though...) My third answer is: there are all kinds of story lines in which a group is made up of individuals of disperate power because people congregate in adventuring groups for a variety of narrative reasons. Not every D&D group needs to be Seal Team 6. Look at the Justice League. Batman may be an incredible character, but when it comes to massive alien invasions, he's NOT the guy for taking out starships in space. Sabotage? Yes. But not in a massive dogfight, he's not much use. Look at the Walking Dead. Or NBSG. Try playing RIFTS for a while- a game with basic classes including the Glitterboy and the Vagabond- and you can see how this can work* in a narrative to make for an excellent and enjoyable. The only metagame expectation that matters is that you're going to be playing with the other people at the table, each with their own idiosyncrasies & expectations of fun. For instance, there is a guy in our group that plays a wizard 85% of the time in D&D, and another who plays a "sniper" just as often, regardless of system. And they play them well, which is good...but it means that most of the time, nobody else gets to explore those options. The metagame assumption we have is that it makes those guys happy, and so be it. As for what is "best" much of that is subjective. Yes, there is hard math behind certain options being mechanically better...but the math is not the whole of the game. [/QUOTE]
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