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So what's exactly wrong with the fighter?
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<blockquote data-quote="Tony Vargas" data-source="post: 6662100" data-attributes="member: 996"><p>That's the kind of thing that might be done as a concession to the needs of the game. Like rest-recharge requirements, the justification would be that a character who knew several styles might be overpowered if he could mix them freely moment-to-moment, or use their best options without limitation, or that it might tend to leave characters undifferentiated as the best elements of the best styles crowded out everything else. </p><p></p><p> Sounds like niche-protection for the Monk. Nothing new.</p><p></p><p> That's long been an issue with prepped casters. One of the things I found great about the 3.0 Sorcerer was that it couldn't change it's definitive magical abilities overnight. Very cool for creating an interesting character - less useful from dominating play, which is why the Sorcerer was only Tier 2, and subjected to almost as many 'SUX threads' as the benighted fighter.</p><p></p><p> Feel gets very subjective, though. You're on record as wanting even low-level castes to be strictly superior to even high-level martials, so what 'feels' right for a martial to you in an S&S context is very different from someone who wants martial characters who can leap across the room and cut a sorcerer in half before he can mumble any spells, like Conan was notorious for doing (even though he really didn't do it that often in REH's works). And, both ideas of proper S&S (or broader fantasy) 'feel' are problematic for an actual game. Class balance is a good compromise, because it at least puts reasonable choices out there for everyone. You might not be happy that the next guy's fighter has a limited-use ability that restores hps ('like a spell'), and he may not be happy that your Wizard gets a reasonable number of hps and the same bonus for proficiency as he does, but at least you can play the same game.</p><p></p><p>Maybe because your concept doesn't call for magic?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6662100, member: 996"] That's the kind of thing that might be done as a concession to the needs of the game. Like rest-recharge requirements, the justification would be that a character who knew several styles might be overpowered if he could mix them freely moment-to-moment, or use their best options without limitation, or that it might tend to leave characters undifferentiated as the best elements of the best styles crowded out everything else. Sounds like niche-protection for the Monk. Nothing new. That's long been an issue with prepped casters. One of the things I found great about the 3.0 Sorcerer was that it couldn't change it's definitive magical abilities overnight. Very cool for creating an interesting character - less useful from dominating play, which is why the Sorcerer was only Tier 2, and subjected to almost as many 'SUX threads' as the benighted fighter. Feel gets very subjective, though. You're on record as wanting even low-level castes to be strictly superior to even high-level martials, so what 'feels' right for a martial to you in an S&S context is very different from someone who wants martial characters who can leap across the room and cut a sorcerer in half before he can mumble any spells, like Conan was notorious for doing (even though he really didn't do it that often in REH's works). And, both ideas of proper S&S (or broader fantasy) 'feel' are problematic for an actual game. Class balance is a good compromise, because it at least puts reasonable choices out there for everyone. You might not be happy that the next guy's fighter has a limited-use ability that restores hps ('like a spell'), and he may not be happy that your Wizard gets a reasonable number of hps and the same bonus for proficiency as he does, but at least you can play the same game. Maybe because your concept doesn't call for magic? [/QUOTE]
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