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General Tabletop Discussion
*Pathfinder & Starfinder
The Sacred Cow Slaughterhouse: Ideas you think D&D's better without
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<blockquote data-quote="Jackinthegreen" data-source="post: 6198763" data-attributes="member: 6678119"><p>One's concerns about optimization might be valid though, especially if it's a difficult game and the players are expected to pull out everything they've got just to survive.</p><p></p><p>In response to halflings themselves not making as capable barbarians, that depends a lot not only on the base system but also on the supplements. I know PF added favored class stuff for each major race, so I'd expect if someone says a PF halfling can make a good ranged character then it's probably quite possible although I'd like to see the abilities that make it work just out of curiosity.</p><p></p><p>Likewise, I can see a dwarf sorcerer working in 3.5, especially if using a subrace that doesn't have a penalty to Cha and the dwarf sorcerer racial substitutions from Races of Stone are leveraged.</p><p></p><p></p><p>As far as answering the OP, I'll admit some sacred cows do help with the general feel of the game and could well be needed to be D&D for some. But I think some tweaking could certainly be done. 3.5, for example, would seem to demand some spells have adjusted levels simply because the nature of the game has changed and not having them at mathematically relevant levels (but not be overpowered) can be a big drawback. If the Restoration line being a 3 round cast time is a sacred cow then I think it should be slaughtered at least as far as healing ability damage goes because enemies can do more damage as a standard action than those spells can heal in any amount of time. Even if it's a survival/horror type game, making it a full round action would suffice since the difference between a standard and a full round gives plenty of feeling like the characters are fighting for their lives.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 6198763, member: 6678119"] One's concerns about optimization might be valid though, especially if it's a difficult game and the players are expected to pull out everything they've got just to survive. In response to halflings themselves not making as capable barbarians, that depends a lot not only on the base system but also on the supplements. I know PF added favored class stuff for each major race, so I'd expect if someone says a PF halfling can make a good ranged character then it's probably quite possible although I'd like to see the abilities that make it work just out of curiosity. Likewise, I can see a dwarf sorcerer working in 3.5, especially if using a subrace that doesn't have a penalty to Cha and the dwarf sorcerer racial substitutions from Races of Stone are leveraged. As far as answering the OP, I'll admit some sacred cows do help with the general feel of the game and could well be needed to be D&D for some. But I think some tweaking could certainly be done. 3.5, for example, would seem to demand some spells have adjusted levels simply because the nature of the game has changed and not having them at mathematically relevant levels (but not be overpowered) can be a big drawback. If the Restoration line being a 3 round cast time is a sacred cow then I think it should be slaughtered at least as far as healing ability damage goes because enemies can do more damage as a standard action than those spells can heal in any amount of time. Even if it's a survival/horror type game, making it a full round action would suffice since the difference between a standard and a full round gives plenty of feeling like the characters are fighting for their lives. [/QUOTE]
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The Sacred Cow Slaughterhouse: Ideas you think D&D's better without
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