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General Tabletop Discussion
*Pathfinder & Starfinder
Roles, Power Sources; unbalanced?
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<blockquote data-quote="Deverash" data-source="post: 3789491" data-attributes="member: 54903"><p>The only problem with this is now they have to design 24 more classes, effectivly, since now they fighter(who is currently designed to be a good defender) now needs enough stuff to make an effective controler(however that would work), striker, or leader. But, if you want to do that...multiclass. yeah, the fighter himself can't do those things, but if multiclassing works the way I think it will, a fighter/wizard will be able to defend his allies, and control the battlefield. Not as well as either of those classes alone, but able to do the job.</p><p></p><p>In 3e, you cannot have a fighter who is a controller. Or a leader(using the defination of leader as buffer/healer). period. There's no way to do it. The lack of that possiblity in 4e isn't a drawback anymoreso than it is in 3rd. Having the game designers say, "Ok, this class is designed to do THIS in combat, not THAT." Isn't a bad thing. From everything I've seen, the roles are merely descriptive. "This role does THIS well, " not "This role does ONLY THIS well." If you want to play a rogue who tanks(which is just a derivation of 'brick' from superhero comics/rpgs, in use before there were MMOs), I'm sure you can, just like you could in 3e. The ruleset may not make your easy, but you can try to fill the role. If you want to have every class be able to fill every role, then the definition between your classes disappears, except for flavor(or you play a wizard, see my pet peeve below). </p><p></p><p><begin pet peeve>A party of 4 wizards, with the right spells, needs no other classes. Invisibility(or Clairvoyance)/Knock/Unseen Servant completely negates the need for a trapfinders. Summon Monster spells remove then need for front-line fighters. Wizards have just as good, if not better single-target buffs than clerics have, and a high enough int to be able to cc UMD to use wands/etc. </p><p></p><p>Clerics can replace the fighter and do nearly as good of a job at it. With a good enough search and disable device, they can replace the rogue. And they already have decent damage spells, plus a wallish type spell. It may not be elegant, but it's doable. And that's wrong, in my opinion. One class should not be able to do everything, or why have classes at all? We'll just call the game Wizards & Clerics and be done with it. Hopefully the new class design will get away from that, but time will tell.<end pet peeve></p></blockquote><p></p>
[QUOTE="Deverash, post: 3789491, member: 54903"] The only problem with this is now they have to design 24 more classes, effectivly, since now they fighter(who is currently designed to be a good defender) now needs enough stuff to make an effective controler(however that would work), striker, or leader. But, if you want to do that...multiclass. yeah, the fighter himself can't do those things, but if multiclassing works the way I think it will, a fighter/wizard will be able to defend his allies, and control the battlefield. Not as well as either of those classes alone, but able to do the job. In 3e, you cannot have a fighter who is a controller. Or a leader(using the defination of leader as buffer/healer). period. There's no way to do it. The lack of that possiblity in 4e isn't a drawback anymoreso than it is in 3rd. Having the game designers say, "Ok, this class is designed to do THIS in combat, not THAT." Isn't a bad thing. From everything I've seen, the roles are merely descriptive. "This role does THIS well, " not "This role does ONLY THIS well." If you want to play a rogue who tanks(which is just a derivation of 'brick' from superhero comics/rpgs, in use before there were MMOs), I'm sure you can, just like you could in 3e. The ruleset may not make your easy, but you can try to fill the role. If you want to have every class be able to fill every role, then the definition between your classes disappears, except for flavor(or you play a wizard, see my pet peeve below). <begin pet peeve>A party of 4 wizards, with the right spells, needs no other classes. Invisibility(or Clairvoyance)/Knock/Unseen Servant completely negates the need for a trapfinders. Summon Monster spells remove then need for front-line fighters. Wizards have just as good, if not better single-target buffs than clerics have, and a high enough int to be able to cc UMD to use wands/etc. Clerics can replace the fighter and do nearly as good of a job at it. With a good enough search and disable device, they can replace the rogue. And they already have decent damage spells, plus a wallish type spell. It may not be elegant, but it's doable. And that's wrong, in my opinion. One class should not be able to do everything, or why have classes at all? We'll just call the game Wizards & Clerics and be done with it. Hopefully the new class design will get away from that, but time will tell.<end pet peeve> [/QUOTE]
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Roles, Power Sources; unbalanced?
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