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General Tabletop Discussion
*Pathfinder & Starfinder
Tightening the Connection between Fiction and Powers Mechanics
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<blockquote data-quote="Psikus" data-source="post: 5748729" data-attributes="member: 66049"><p>An interesting point that I found out the other day while rereading the Essentials books is that they actually went and did that, for those books! Sure, it's obvious that the martial E-classes have no daily attacks, but, more subtly, neither do they have any martial daily utilities. Hunters and scouts do have a bunch of daily utilities, but they are all primal. By contrast, the arcane, divine, and primal utilities are full of dailies - in some cases, like the warpriest, there are only daily utilities to begin with! That's a cool way to return to the old school feeling of mostly daily magic.</p><p></p><p></p><p></p><p></p><p>Having played a couple of editions worth of crossbow-wielding wizards, I think that is a terrible idea. Resource management is great, and I can see the merits of differentiating power sources, but having mechanics that encourage characters to sit idle some turns, or to use something as unflavorful as the wizards's crossbow is a terrible idea, in my opinion.</p><p></p><p>That said, what you are intending to do could still be achieved without killing the arcane at-will altogether. You can evoke the same feeling by giving arcane characters weaker at-wills than their counterparts in other power sources, and compensating that with better encounters and dailies. </p><p></p><p>At any rate, whether you remove at-wills or just de-emphasize them, this poses a bit of a balancing problem: the relative importance of at-will attacks decreases greatly with level - in ~5 turn combats, a level 1 PC will typically use 3-4 at-wills, whereas a level 30 one has so many encounters and dailies that he may use no at-wills at all more often than not. Thus, if you are not careful, you could end up with arcane classes that are unusually weak at the first levels, and stronger than average at epic (now, that sounds familiar!).</p></blockquote><p></p>
[QUOTE="Psikus, post: 5748729, member: 66049"] An interesting point that I found out the other day while rereading the Essentials books is that they actually went and did that, for those books! Sure, it's obvious that the martial E-classes have no daily attacks, but, more subtly, neither do they have any martial daily utilities. Hunters and scouts do have a bunch of daily utilities, but they are all primal. By contrast, the arcane, divine, and primal utilities are full of dailies - in some cases, like the warpriest, there are only daily utilities to begin with! That's a cool way to return to the old school feeling of mostly daily magic. Having played a couple of editions worth of crossbow-wielding wizards, I think that is a terrible idea. Resource management is great, and I can see the merits of differentiating power sources, but having mechanics that encourage characters to sit idle some turns, or to use something as unflavorful as the wizards's crossbow is a terrible idea, in my opinion. That said, what you are intending to do could still be achieved without killing the arcane at-will altogether. You can evoke the same feeling by giving arcane characters weaker at-wills than their counterparts in other power sources, and compensating that with better encounters and dailies. At any rate, whether you remove at-wills or just de-emphasize them, this poses a bit of a balancing problem: the relative importance of at-will attacks decreases greatly with level - in ~5 turn combats, a level 1 PC will typically use 3-4 at-wills, whereas a level 30 one has so many encounters and dailies that he may use no at-wills at all more often than not. Thus, if you are not careful, you could end up with arcane classes that are unusually weak at the first levels, and stronger than average at epic (now, that sounds familiar!). [/QUOTE]
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Tightening the Connection between Fiction and Powers Mechanics
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