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General Tabletop Discussion
*Pathfinder & Starfinder
Should Assassin be theme or class?
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<blockquote data-quote="Abstruse" data-source="post: 5940508" data-attributes="member: 6669048"><p>Not if they all end up the same. If I have 4 classes (F/W/R/C) and 12 themes (10 random ones plus ranger and paladin) and each one comes up with something different, that's 48 base character builds. If I've got 6 classes (F/W/R/C with ranger and paladin) and 10 themes (same as before but without ranger and paladin), but every paladin comes out looking like a holy knight in shining armor with a magic horsie and every paladin comes out a woodland fighter with a vicious-but-loyal pet who uses either a bow or two weapons, that's only 43 base character builds. So you end up with spending more time and page count on creating them as classes as well as increased complexity and more choices at character generation and you end up with fewer options overall.</p><p></p><p>Same if the assassin is functionally the same as the rogue with just a few numbers flipped around (bigger HD but less sneak attack but better armor but can't hide quite as well). You have 4 classes and 11 themes (including assassin), you get 44 variations. You have 5 classes (including assassin) and 10 themes, you have 40 variations because applying a theme on the rogue or a theme on the assassin ends up with a build that looks, plays, and feels the same.</p><p></p><p>Throw all of them together and the 4 classes with 13 themes get you 52 variations. Put them as 7 classes and 10 themes, and you only get 43 variations. And for every class you add that doesn't have enough variety to support different themes producing different build types, you have more waste and the gap becomes larger.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5940508, member: 6669048"] Not if they all end up the same. If I have 4 classes (F/W/R/C) and 12 themes (10 random ones plus ranger and paladin) and each one comes up with something different, that's 48 base character builds. If I've got 6 classes (F/W/R/C with ranger and paladin) and 10 themes (same as before but without ranger and paladin), but every paladin comes out looking like a holy knight in shining armor with a magic horsie and every paladin comes out a woodland fighter with a vicious-but-loyal pet who uses either a bow or two weapons, that's only 43 base character builds. So you end up with spending more time and page count on creating them as classes as well as increased complexity and more choices at character generation and you end up with fewer options overall. Same if the assassin is functionally the same as the rogue with just a few numbers flipped around (bigger HD but less sneak attack but better armor but can't hide quite as well). You have 4 classes and 11 themes (including assassin), you get 44 variations. You have 5 classes (including assassin) and 10 themes, you have 40 variations because applying a theme on the rogue or a theme on the assassin ends up with a build that looks, plays, and feels the same. Throw all of them together and the 4 classes with 13 themes get you 52 variations. Put them as 7 classes and 10 themes, and you only get 43 variations. And for every class you add that doesn't have enough variety to support different themes producing different build types, you have more waste and the gap becomes larger. [/QUOTE]
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Should Assassin be theme or class?
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