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*Pathfinder & Starfinder
The Pathfinder Dragon Shaman: A Conversion by Master Arminas
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<blockquote data-quote="Aaron L" data-source="post: 5756891" data-attributes="member: 926"><p>It wasn't a matter of power or mechanical effect that made me dislike the book. It was bad, BAD flavor, or "fluff" ( a term I don't really like.) One of the Samurai's main defining characteristics and powers is the ability to dual wield swords? What? Why? And the horrible shouting thing? And then the Kensai. What the heck was that? Loaning out his attack bonuses to other people? What kind if sword master was that and where did it come from? What was the basis for the class? Or was it something someone just though up and felt was cool? I really get the impression that most of the classes from that book were designed mechanics-first with the supporting text just a vague afterthought. I don't care HOW good the mechanics are, when the flavor text is stupid or bent, I don't like it.</p><p></p><p>I think it comes down to a matter of perspective; for me, the rules support the setting, and the mechanics support the theme of a class. I think, for a lot of other people, it's the other way around. Which is fine if you want a game like that... but I don't. I'm a role-player first and foremost. I don't want a package of cool abilities with some passable flavor text to give justify the mechanics of a class. I want a good character concept or archetype, preferably with precedent from history, mythology, or literature, supported by cool game mechanics. It's a matter of which is more important to you.</p></blockquote><p></p>
[QUOTE="Aaron L, post: 5756891, member: 926"] It wasn't a matter of power or mechanical effect that made me dislike the book. It was bad, BAD flavor, or "fluff" ( a term I don't really like.) One of the Samurai's main defining characteristics and powers is the ability to dual wield swords? What? Why? And the horrible shouting thing? And then the Kensai. What the heck was that? Loaning out his attack bonuses to other people? What kind if sword master was that and where did it come from? What was the basis for the class? Or was it something someone just though up and felt was cool? I really get the impression that most of the classes from that book were designed mechanics-first with the supporting text just a vague afterthought. I don't care HOW good the mechanics are, when the flavor text is stupid or bent, I don't like it. I think it comes down to a matter of perspective; for me, the rules support the setting, and the mechanics support the theme of a class. I think, for a lot of other people, it's the other way around. Which is fine if you want a game like that... but I don't. I'm a role-player first and foremost. I don't want a package of cool abilities with some passable flavor text to give justify the mechanics of a class. I want a good character concept or archetype, preferably with precedent from history, mythology, or literature, supported by cool game mechanics. It's a matter of which is more important to you. [/QUOTE]
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The Pathfinder Dragon Shaman: A Conversion by Master Arminas
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