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Taking20's Illusion of Choice - Breaking it Down
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8156632" data-attributes="member: 6801252"><p>[USER=70468]@kenada[/USER] </p><p></p><p>I'm not completely disagreeing with you, since some classes are definitely built to have go-to rotations (e.g. ranger wants to designate a target because Hunter's Edge and other riders) and I can see how that might feel like a constraint in some ways (worth noting the ranger won't do it every turn, unless they're always preying on something that dies the same round). But I have a few points to make on it, they aren't against you, but your post from earlier is a useful springboard. </p><p></p><p>1. Some of this comes down to a very interesting bit of design philosophy, which is that its the role of class in these class-based but otherwise customization heavy, granular games. In what ways should all (most? class archetypes are coming eventually I guess) members of a class be similar to each other from a game play perspective? One of the standout elements of when I saw Hunt Prey in the first place, was that to me, it really strongly conveyed this idea of rewarding the player for designating a single target and then taking it down-- Hunter's Edge bonuses are all really strong so the player is dissuaded from casually switching targets. In my mind this, I-have-my-target flavor makes rangers stand out in game play from Rogues and Fighters built to seem like Rangers. </p><p></p><p>From there, you still have lots of choices in combat with your other actions, and until that target dies, your action economy is free to do whatever with, occasionally that means switching every turn, other times it means never switching it after the first turn of a five round combat. You also customize the benefits you get for doing so. Pathfinder 2e generally threads this needle well, certain elements are very constrained by class identity, while most other things are super free to do differently from members of other classes.</p><p></p><p>The strength of Hunt Prey's flavor (and mechanics, hunter's edge is stroooong) is a big part of why I'm using it in a shadow dancing ninja build-- its so perfect to have this moment where I pick an enemy to die, move in, and unload on them.</p><p></p><p>2. Its actually kind of funny he chose ranger, when most classes don't have the same constraint of "I want to use this one action every turn" Rogues certainly don't, Fighter's certainly don't, Barbarians kinda do with Rage, but in addition to ways to game it (wounded rage was my barbarian's favorite), they chiefly only do that once per combat, Champions don't (but you'll use your reaction all the time.) Spellcasters do, but their variety is in the spellcasting itself, not in the cast a spell action. Swashbucklers have something similar, but again, there are ways to game it, and multiple ways to gain panache. </p><p></p><p>3. I've found archetypes, and build paths, mess with this a lot by giving actions your class doesn't normally have access to, though it may or may not change the impact of your class mechanics.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8156632, member: 6801252"] [USER=70468]@kenada[/USER] I'm not completely disagreeing with you, since some classes are definitely built to have go-to rotations (e.g. ranger wants to designate a target because Hunter's Edge and other riders) and I can see how that might feel like a constraint in some ways (worth noting the ranger won't do it every turn, unless they're always preying on something that dies the same round). But I have a few points to make on it, they aren't against you, but your post from earlier is a useful springboard. 1. Some of this comes down to a very interesting bit of design philosophy, which is that its the role of class in these class-based but otherwise customization heavy, granular games. In what ways should all (most? class archetypes are coming eventually I guess) members of a class be similar to each other from a game play perspective? One of the standout elements of when I saw Hunt Prey in the first place, was that to me, it really strongly conveyed this idea of rewarding the player for designating a single target and then taking it down-- Hunter's Edge bonuses are all really strong so the player is dissuaded from casually switching targets. In my mind this, I-have-my-target flavor makes rangers stand out in game play from Rogues and Fighters built to seem like Rangers. From there, you still have lots of choices in combat with your other actions, and until that target dies, your action economy is free to do whatever with, occasionally that means switching every turn, other times it means never switching it after the first turn of a five round combat. You also customize the benefits you get for doing so. Pathfinder 2e generally threads this needle well, certain elements are very constrained by class identity, while most other things are super free to do differently from members of other classes. The strength of Hunt Prey's flavor (and mechanics, hunter's edge is stroooong) is a big part of why I'm using it in a shadow dancing ninja build-- its so perfect to have this moment where I pick an enemy to die, move in, and unload on them. 2. Its actually kind of funny he chose ranger, when most classes don't have the same constraint of "I want to use this one action every turn" Rogues certainly don't, Fighter's certainly don't, Barbarians kinda do with Rage, but in addition to ways to game it (wounded rage was my barbarian's favorite), they chiefly only do that once per combat, Champions don't (but you'll use your reaction all the time.) Spellcasters do, but their variety is in the spellcasting itself, not in the cast a spell action. Swashbucklers have something similar, but again, there are ways to game it, and multiple ways to gain panache. 3. I've found archetypes, and build paths, mess with this a lot by giving actions your class doesn't normally have access to, though it may or may not change the impact of your class mechanics. [/QUOTE]
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