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*Pathfinder & Starfinder
Thief seems overpowered to this new/old DM
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<blockquote data-quote="Robtheman" data-source="post: 5474095" data-attributes="member: 89625"><p>I'd like to offer another perspective here.</p><p></p><p>The ability to optimize the entire party to create a unified fighting force is one of the fun things about 4e. This is coming from a player and GM with 6 different campaigns over the past year. </p><p></p><p>4e is remarkable partly because you _can_ change your character so much after initial creation. It is a pressure relief value for players and GMs alike as they find the balance between the GMs style of running encounters and how the players like to demolish them.</p><p></p><p>One thing I have noticed is that players begin to choose feats or retrain powers/feats to match the strengths of their companions. From a recreationist view point this makes a lot of sense. As these ragtag heroes explore the world together they learn from each other and begin to fight better as a group. </p><p></p><p>The party in the game I currently run has really hit it's stride over the past month. Part of this was new players becoming comfortable with with the mechanics. Part of it was getting the right mix of players at the table. However a _big_ part was people tailoring their builds a bit to match their companions. I feels right to me. They didn't walk in as ready-made heroes, despite the inherent strength of level 1 characters in 4e. They struggled to find themselves in combat and in character.</p><p></p><p>I am definitely not discounting the advice in previous posts, however I would encourage some patience, and some occasional advice, as your players figure out how to mesh as a party. They may love the damage the striker deals. I know that when the Assassin in took down 80% of the elite bosses hps in a surprise round + the first turn, I groaned and the rest of the players cheered. When the Assassin got knocked on his ass the next turn, both leaders were jumping to aid him. </p><p></p><p>If I were in your shoes, I'd research on the other classes in the party. Find out why they aren't as strong. Some powers and feats in 4e can be pretty lame in practice, yet sound awesome on paper. Others may just not work that well with the strengths of the rest of the party. If someone begins to express dissatisfaction with their character you can be ready to coach them a bit on ideas for tuning the characters power selections of feats. A little tweak here or there can really make a big difference. I'm not suggesting you make everyone optimize their character, mind you. However, you can become a resource when appropriate.</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5474095, member: 89625"] I'd like to offer another perspective here. The ability to optimize the entire party to create a unified fighting force is one of the fun things about 4e. This is coming from a player and GM with 6 different campaigns over the past year. 4e is remarkable partly because you _can_ change your character so much after initial creation. It is a pressure relief value for players and GMs alike as they find the balance between the GMs style of running encounters and how the players like to demolish them. One thing I have noticed is that players begin to choose feats or retrain powers/feats to match the strengths of their companions. From a recreationist view point this makes a lot of sense. As these ragtag heroes explore the world together they learn from each other and begin to fight better as a group. The party in the game I currently run has really hit it's stride over the past month. Part of this was new players becoming comfortable with with the mechanics. Part of it was getting the right mix of players at the table. However a _big_ part was people tailoring their builds a bit to match their companions. I feels right to me. They didn't walk in as ready-made heroes, despite the inherent strength of level 1 characters in 4e. They struggled to find themselves in combat and in character. I am definitely not discounting the advice in previous posts, however I would encourage some patience, and some occasional advice, as your players figure out how to mesh as a party. They may love the damage the striker deals. I know that when the Assassin in took down 80% of the elite bosses hps in a surprise round + the first turn, I groaned and the rest of the players cheered. When the Assassin got knocked on his ass the next turn, both leaders were jumping to aid him. If I were in your shoes, I'd research on the other classes in the party. Find out why they aren't as strong. Some powers and feats in 4e can be pretty lame in practice, yet sound awesome on paper. Others may just not work that well with the strengths of the rest of the party. If someone begins to express dissatisfaction with their character you can be ready to coach them a bit on ideas for tuning the characters power selections of feats. A little tweak here or there can really make a big difference. I'm not suggesting you make everyone optimize their character, mind you. However, you can become a resource when appropriate. [/QUOTE]
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Thief seems overpowered to this new/old DM
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