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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder BETA - Some Sizzle, Not Much Steak
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<blockquote data-quote="Darrin Drader" data-source="post: 4431290" data-attributes="member: 7394"><p>This is a major issue and one that Lisa Stevens said is a priority to resolve before the final version of the game is released. The key on this one is patience.</p><p></p><p></p><p></p><p>This is the reason that the non-casting classes got buffed up. This is why the fighter's Cleave is now more powerful and why there are the new feats Vital Strike and Improved Vital Strike. One is designed to allow the fighter to damage more opponents per round while the other is designed to bump up damage against a single target rather than do the same damage in a series of attacks that are successively less likely to hit.</p><p></p><p></p><p></p><p>I'm not so sure that Pathfinder is going to do anything about this one officially. I have been playing with using the 4E method of leveling up and down NPCs and monsters, and it actually works in 3rd edition games, as long as you don't try to go more than 5 levels in either direction and don't care that the stats aren't perfect. Game functional trumps technical perfection in my opinion.</p><p></p><p></p><p></p><p>I suspect this is another of those issues that will be tackled before the final release.</p><p></p><p></p><p></p><p>Grapple and polymorph were major problems in terms of complexity, and they're the easiest ones fixed by simply coming up with new easier to use mechanics. Consider this an improvement upon gas mileage. Class balance has already been addressed I think you could equate that to horse power. The major issue that remains is high level play, and it is a big one. That's the one that could change the shape of the car if they go too far, which is something they're trying to avoid. It's going to take a lot of ideas, a lot of testing, and I think they're trying to think this one all the way through in-house before they throw it out there because they want something that will stand up to scrutiny.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4431290, member: 7394"] This is a major issue and one that Lisa Stevens said is a priority to resolve before the final version of the game is released. The key on this one is patience. This is the reason that the non-casting classes got buffed up. This is why the fighter's Cleave is now more powerful and why there are the new feats Vital Strike and Improved Vital Strike. One is designed to allow the fighter to damage more opponents per round while the other is designed to bump up damage against a single target rather than do the same damage in a series of attacks that are successively less likely to hit. I'm not so sure that Pathfinder is going to do anything about this one officially. I have been playing with using the 4E method of leveling up and down NPCs and monsters, and it actually works in 3rd edition games, as long as you don't try to go more than 5 levels in either direction and don't care that the stats aren't perfect. Game functional trumps technical perfection in my opinion. I suspect this is another of those issues that will be tackled before the final release. Grapple and polymorph were major problems in terms of complexity, and they're the easiest ones fixed by simply coming up with new easier to use mechanics. Consider this an improvement upon gas mileage. Class balance has already been addressed I think you could equate that to horse power. The major issue that remains is high level play, and it is a big one. That's the one that could change the shape of the car if they go too far, which is something they're trying to avoid. It's going to take a lot of ideas, a lot of testing, and I think they're trying to think this one all the way through in-house before they throw it out there because they want something that will stand up to scrutiny. [/QUOTE]
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Pathfinder BETA - Some Sizzle, Not Much Steak
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