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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Roles, Power Sources; unbalanced?
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<blockquote data-quote="jolt" data-source="post: 3787888" data-attributes="member: 18142"><p>I sincerely hope that this is this case. If it isn't, the multi-classing is going to be an even bigger mess than it is now since not only will you be combining class abilities, but roles as well.</p><p></p><p></p><p></p><p>I find this notion hideous and it's pure videogame thinking. City of Hereos(TM), for example, uses archetypes because it would be far too difficult to code in all the variations present in a comic book setting. So it's simplified to a level where the coding is manageable. There is <em>absolutely</em> no need to do this in a pen & paper rpg (not that you can't but there's no <em>need</em> for it). Dumbing down a system to fit unneeded "Roles", from a completely different gaming structure no less, just so mmorpg types who can't think beyond the most basic concepts will buy the ganme, is IMO moronically stupid. Even CoH(TM) wouldn't make these distinctions if the coding weren't an issue. Besides, I think most mmo'rs are perfectly capable of understanding the system without the need for "Roles". Character personalities should determine roles. "I want to play a Tank" is videogame thinking. "I want to play someone who protects his friends" is pen & paper thinking. And no, they aren't the same.</p><p></p><p>There seems to be an extraordinary amount of effort being made so that "newbies" will understand the game better. To me, not only is it a bad marketing strategy for a game that's been around for 30+ years and is culturally known by even those who don't play it, but I fail to see how suddenly calling a class a "Leader" will make the game more understandable to anyone or cause hordes of people to become enlightened to the wonders of D&D and start playing where they never had before.</p><p></p><p>jolt</p></blockquote><p></p>
[QUOTE="jolt, post: 3787888, member: 18142"] I sincerely hope that this is this case. If it isn't, the multi-classing is going to be an even bigger mess than it is now since not only will you be combining class abilities, but roles as well. I find this notion hideous and it's pure videogame thinking. City of Hereos(TM), for example, uses archetypes because it would be far too difficult to code in all the variations present in a comic book setting. So it's simplified to a level where the coding is manageable. There is [I]absolutely[/I] no need to do this in a pen & paper rpg (not that you can't but there's no [I]need[/I] for it). Dumbing down a system to fit unneeded "Roles", from a completely different gaming structure no less, just so mmorpg types who can't think beyond the most basic concepts will buy the ganme, is IMO moronically stupid. Even CoH(TM) wouldn't make these distinctions if the coding weren't an issue. Besides, I think most mmo'rs are perfectly capable of understanding the system without the need for "Roles". Character personalities should determine roles. "I want to play a Tank" is videogame thinking. "I want to play someone who protects his friends" is pen & paper thinking. And no, they aren't the same. There seems to be an extraordinary amount of effort being made so that "newbies" will understand the game better. To me, not only is it a bad marketing strategy for a game that's been around for 30+ years and is culturally known by even those who don't play it, but I fail to see how suddenly calling a class a "Leader" will make the game more understandable to anyone or cause hordes of people to become enlightened to the wonders of D&D and start playing where they never had before. jolt [/QUOTE]
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Roles, Power Sources; unbalanced?
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