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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rich Baker on his 4e Warlord
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<blockquote data-quote="Cadfan" data-source="post: 3863503" data-attributes="member: 40961"><p>The question was, what 3.5 character classes have genuine difficulty using their class abilities due to MAD?</p><p></p><p>Paladin is one on which I definitely disagree with you. I'd play a Paladin in a 25 point buy build in a heartbeat. I'd put together a fighter with 25 point buy as 16, 11, 14, 10, 10, 10. I'd put together the Paladin as 14, 10, 14, 10, 13, 12.</p><p></p><p>I know that both characters could be running 8s in some stats, but the fighter's advantage in running 8s is not all that great, and I personally prefer not to do it.</p><p></p><p>Look at the two characters. The fighter has +1 attack and damage. That's it.</p><p></p><p>You have to remember that in the world of the 25 point buy, a 16 is a WOAH THAT'S HIGH stat, a 14 is pretty darn nice, and a 12 is a standard favored stat.</p><p></p><p>I personally play at 32 point buy. I can't think of any class in the entire game that doesn't function well at 32. Not that this helps people who don't play at 32, or people who's expectations involve 16s and 18s, so take it for what its worth.</p><p></p><p>I almost agree with you on the monk at 25 point buy. I think that the monk's problem is less a function of MAD than a function of weak class design, which players "fix" by only running monks with very high stats. The monk can use all of its class abilities quite easily. Its problem is just that Flurry of Blows is a melee brawler's ability, but the monk is a skirmisher in most of its other class features.</p><p></p><p></p><p></p><p>That's a different position. I guess I just don't feel all that cheated when I don't get at least a +2 from a class feature. And at least in 3.5, that usually goes up as you get past a certain point in the game and start buying stat boosters. I don't know how this will work in 4e of course.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 3863503, member: 40961"] The question was, what 3.5 character classes have genuine difficulty using their class abilities due to MAD? Paladin is one on which I definitely disagree with you. I'd play a Paladin in a 25 point buy build in a heartbeat. I'd put together a fighter with 25 point buy as 16, 11, 14, 10, 10, 10. I'd put together the Paladin as 14, 10, 14, 10, 13, 12. I know that both characters could be running 8s in some stats, but the fighter's advantage in running 8s is not all that great, and I personally prefer not to do it. Look at the two characters. The fighter has +1 attack and damage. That's it. You have to remember that in the world of the 25 point buy, a 16 is a WOAH THAT'S HIGH stat, a 14 is pretty darn nice, and a 12 is a standard favored stat. I personally play at 32 point buy. I can't think of any class in the entire game that doesn't function well at 32. Not that this helps people who don't play at 32, or people who's expectations involve 16s and 18s, so take it for what its worth. I almost agree with you on the monk at 25 point buy. I think that the monk's problem is less a function of MAD than a function of weak class design, which players "fix" by only running monks with very high stats. The monk can use all of its class abilities quite easily. Its problem is just that Flurry of Blows is a melee brawler's ability, but the monk is a skirmisher in most of its other class features. That's a different position. I guess I just don't feel all that cheated when I don't get at least a +2 from a class feature. And at least in 3.5, that usually goes up as you get past a certain point in the game and start buying stat boosters. I don't know how this will work in 4e of course. [/QUOTE]
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Rich Baker on his 4e Warlord
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