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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Weapon Classes vs. Implement Classes
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<blockquote data-quote="Skyscraper" data-source="post: 4473342" data-attributes="member: 48518"><p>Weapons are, in general, balanced within a same group. I.e. one-handed simple weapons are pretty much equivalent, two-handed simple weapons are pretty much equivalent, one-handed military are pretty much equivalent, and so on. (There's a detailed math thread here on ENWorld that analyzes weapons and comes to this conclusion, look for it if you don't trust my statement. But intuitively, i'm sure you can assess that by yourself.) By equivalent, i don't mean they all use the same damage die, which is only part of the problem. However, they'll have about the same <strong>damage output,</strong> including special properties such as high crit, higher proficiency, etc...</p><p></p><p>A PC of a given class is assumed to be using a weapon with which he is proficient. With all weapons being substantially equivalent within a given group, damage output for a class can be determined according to the best weapons available for that class (i.e. it is assumed that the fighter will not fight with a club but that he will use military weapons).</p><p></p><p>Consequently, damage output for the weapon-using classes at a given level can be (and probably is) balanced with the damage output from the implement-using classes.</p><p></p><p>However, if a PC decides to use sub-optimal weapons, only then will there be imbalance, but contrarily to what you suggest in your post, it is the weapon-wielding classes that can lose in the trade if they pick the wrong weapons. Picking the right weapons puts them on par with the implement classes.</p><p></p><p>The above doesn't take into consideration differences between roles (striker, etc...) and other class-balancing issues. It only looks at using a weapon vs using an implement power, <em>ceteris paribus</em>.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 4473342, member: 48518"] Weapons are, in general, balanced within a same group. I.e. one-handed simple weapons are pretty much equivalent, two-handed simple weapons are pretty much equivalent, one-handed military are pretty much equivalent, and so on. (There's a detailed math thread here on ENWorld that analyzes weapons and comes to this conclusion, look for it if you don't trust my statement. But intuitively, i'm sure you can assess that by yourself.) By equivalent, i don't mean they all use the same damage die, which is only part of the problem. However, they'll have about the same [B]damage output,[/B] including special properties such as high crit, higher proficiency, etc... A PC of a given class is assumed to be using a weapon with which he is proficient. With all weapons being substantially equivalent within a given group, damage output for a class can be determined according to the best weapons available for that class (i.e. it is assumed that the fighter will not fight with a club but that he will use military weapons). Consequently, damage output for the weapon-using classes at a given level can be (and probably is) balanced with the damage output from the implement-using classes. However, if a PC decides to use sub-optimal weapons, only then will there be imbalance, but contrarily to what you suggest in your post, it is the weapon-wielding classes that can lose in the trade if they pick the wrong weapons. Picking the right weapons puts them on par with the implement classes. The above doesn't take into consideration differences between roles (striker, etc...) and other class-balancing issues. It only looks at using a weapon vs using an implement power, [I]ceteris paribus[/I]. Sky [/QUOTE]
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Weapon Classes vs. Implement Classes
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