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General Tabletop Discussion
*Pathfinder & Starfinder
Unintended(?) Consequence of No More X-Mas Tree?
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<blockquote data-quote="DreamChaser" data-source="post: 3919033" data-attributes="member: 1190"><p>And apparently undermines your initial point. 4e will be no less capable of this than any edition and may, in fact, be more capable of it than 3e. If, in 4e, you decide that there are no magical items, then there won't be but from the current info released, you will still have a playable game. If you decide to play a high magic Monte Haul, then you will still have a playable game.</p><p></p><p>Fighters can be limited to maneuvers / talents / powers / whatever that are more Diamond Mind, Iron Heart, Setting Sun, and Stone Dragon (using Bo9S) parlance (i.e. impressive but not inherently supernatural) or you can encourage lots of supernatural abilities. Paladins can be limited to a single order of male, monastic humans with blond hair, thus limiting their frequency. Wizards can be boosted with more effective powers, more magical items / scrolls, etc or fewer.</p><p></p><p>These will not change. And in fact--because by all accounts there are more things to choose from--the game will be more easily customized to specific genres rather than less. Currently, 2 clerics are pretty much indistinguishable except for their domains. In terms of min / maxing sorcerers are likely to run the same lines (similar spell selection; heck, there was even a Class Acts article in Dragon breaking down the "best" spells). Monks (skills and equipment notwithstanding - which all characters can in theory customize though again some choises stand out) are customizable in 8 ways (that's right 8 ways of combining their bonus feats, which are their only discretionary ability).</p><p></p><p>This means, that if I want to create a high magic version of the monk, I must go to post-core material or make crap up myself. If I want a low magic "brawler" with no supernatural "ki" powers, same thing.</p><p></p><p>Does the riverine halflings and staff / wand / orb wielding wizards make some assumptions? </p><p></p><p>Yes. </p><p></p><p>Is this new? </p><p></p><p>No. Halflings used to live in hills, then became nomads. For years, the "Great Wheel" has been the assumed cosmology. Wizards use spellbooks. Clerics have holy symbols. Bards play instruments. Monks wear little scraps of cloth rather than full outfits.</p><p></p><p>Assumptions within the core = normal</p><p>Variations on the core for different campaign worlds = normal.</p><p>Range of genres accommodated = moderate - anything sword / sorcery fantasy (again, not GURPs but much more flexible than say Car Wars or BattleMech)</p><p></p><p>Still not seeing a change in this and not really understanding where the hullabaloo is coming from.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3919033, member: 1190"] And apparently undermines your initial point. 4e will be no less capable of this than any edition and may, in fact, be more capable of it than 3e. If, in 4e, you decide that there are no magical items, then there won't be but from the current info released, you will still have a playable game. If you decide to play a high magic Monte Haul, then you will still have a playable game. Fighters can be limited to maneuvers / talents / powers / whatever that are more Diamond Mind, Iron Heart, Setting Sun, and Stone Dragon (using Bo9S) parlance (i.e. impressive but not inherently supernatural) or you can encourage lots of supernatural abilities. Paladins can be limited to a single order of male, monastic humans with blond hair, thus limiting their frequency. Wizards can be boosted with more effective powers, more magical items / scrolls, etc or fewer. These will not change. And in fact--because by all accounts there are more things to choose from--the game will be more easily customized to specific genres rather than less. Currently, 2 clerics are pretty much indistinguishable except for their domains. In terms of min / maxing sorcerers are likely to run the same lines (similar spell selection; heck, there was even a Class Acts article in Dragon breaking down the "best" spells). Monks (skills and equipment notwithstanding - which all characters can in theory customize though again some choises stand out) are customizable in 8 ways (that's right 8 ways of combining their bonus feats, which are their only discretionary ability). This means, that if I want to create a high magic version of the monk, I must go to post-core material or make crap up myself. If I want a low magic "brawler" with no supernatural "ki" powers, same thing. Does the riverine halflings and staff / wand / orb wielding wizards make some assumptions? Yes. Is this new? No. Halflings used to live in hills, then became nomads. For years, the "Great Wheel" has been the assumed cosmology. Wizards use spellbooks. Clerics have holy symbols. Bards play instruments. Monks wear little scraps of cloth rather than full outfits. Assumptions within the core = normal Variations on the core for different campaign worlds = normal. Range of genres accommodated = moderate - anything sword / sorcery fantasy (again, not GURPs but much more flexible than say Car Wars or BattleMech) Still not seeing a change in this and not really understanding where the hullabaloo is coming from. DC [/QUOTE]
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