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General Tabletop Discussion
*Pathfinder & Starfinder
The Three Pillars and Class Balance
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<blockquote data-quote="ExploderWizard" data-source="post: 5829162" data-attributes="member: 66434"><p>Every character should be as effective when all 3 pillars are considered.</p><p> </p><p>Character options allowing for some trade off between effectiveness in one pillar for another should be permitted.</p><p> </p><p>I do not think that all characters should <em>have </em>to be equally good in combat. If you start with that assumption then you are saying it is by far THE MOST important pillar and that you are then, by default, designing a combat game with a bit of other stuff sprinkled for flavor. </p><p> </p><p>If that is the case, design a combat game. Fighting is where its at and everyone does it great. </p><p> </p><p>If not, then design a roleplaying game and make sure that every facet of that game is equally meaningful. The base game should not favor any particular pillar. Class abilities across the board should represent equally across the pillars. The mix for each class by default may vary.</p><p> </p><p>Which pillar is the most dominant is an individual group decision. What people find the most fun will vary from table to table. Modular rules should go well with this idea. If DM Bob says he is planning on running a very combat action heavy campaign then players can create characters accordingly and there should be rules modules to support that. If DM John says that he wants to run an exploration focused game he should be able to do that with the same level of support.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5829162, member: 66434"] Every character should be as effective when all 3 pillars are considered. Character options allowing for some trade off between effectiveness in one pillar for another should be permitted. I do not think that all characters should [I]have [/I]to be equally good in combat. If you start with that assumption then you are saying it is by far THE MOST important pillar and that you are then, by default, designing a combat game with a bit of other stuff sprinkled for flavor. If that is the case, design a combat game. Fighting is where its at and everyone does it great. If not, then design a roleplaying game and make sure that every facet of that game is equally meaningful. The base game should not favor any particular pillar. Class abilities across the board should represent equally across the pillars. The mix for each class by default may vary. Which pillar is the most dominant is an individual group decision. What people find the most fun will vary from table to table. Modular rules should go well with this idea. If DM Bob says he is planning on running a very combat action heavy campaign then players can create characters accordingly and there should be rules modules to support that. If DM John says that he wants to run an exploration focused game he should be able to do that with the same level of support. [/QUOTE]
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The Three Pillars and Class Balance
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