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Rule of Three 3/6
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<blockquote data-quote="Sunseeker" data-source="post: 5841806"><p>The first part reads to me as "we're working on advancement paths", which I'm totally cool with. While some classes may have a smidge more base complexity than others, I really do enjoy the feeling that Pathfinder gave of being able to really take the base class and run with it in any direction you want. I agree with his overall summation that what is necessary and good is to have parity, if each class can perform equally under good circumstances, then we have parity.</p><p></p><p>I heartily approve of the second message. "Some monsters are downright scary" is a good system, having a few powerful creatures with powerful effects makes them all that much more interesting to encounter and potentially defeat. In execution however, anything I'm not particularly fond of I can always handwaive away, and I have no issue with that.</p><p></p><p>I'm pretty down with resource management, for players and for monsters. The more you have to think about your next move, the more engaged in the game you're going to be. However I do feel that there needs to be some sort of out-of-combat abilities that require players to exercise resource managment in social and exploratory situations as well. Too often combat is a closely managed tactical battle, while social events are just "roll until I win". I don't like that.</p><p></p><p>Also: I'm very happy to see the several references to learning from 4e and learning in a GOOD way, not just from their mistakes. 4E may not have been perfect, and learning from it's mistakes is a good thing, but learning from it's successes is equally important.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5841806"] The first part reads to me as "we're working on advancement paths", which I'm totally cool with. While some classes may have a smidge more base complexity than others, I really do enjoy the feeling that Pathfinder gave of being able to really take the base class and run with it in any direction you want. I agree with his overall summation that what is necessary and good is to have parity, if each class can perform equally under good circumstances, then we have parity. I heartily approve of the second message. "Some monsters are downright scary" is a good system, having a few powerful creatures with powerful effects makes them all that much more interesting to encounter and potentially defeat. In execution however, anything I'm not particularly fond of I can always handwaive away, and I have no issue with that. I'm pretty down with resource management, for players and for monsters. The more you have to think about your next move, the more engaged in the game you're going to be. However I do feel that there needs to be some sort of out-of-combat abilities that require players to exercise resource managment in social and exploratory situations as well. Too often combat is a closely managed tactical battle, while social events are just "roll until I win". I don't like that. Also: I'm very happy to see the several references to learning from 4e and learning in a GOOD way, not just from their mistakes. 4E may not have been perfect, and learning from it's mistakes is a good thing, but learning from it's successes is equally important. [/QUOTE]
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