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*Pathfinder & Starfinder
What Classes are Missing?
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<blockquote data-quote="eamon" data-source="post: 5089036" data-attributes="member: 51942"><p>All classes have a bit of this in them - that's kind of the point. They're in-game realized versions of some ideal class, after all...</p><p></p><p></p><p>No, that's the opposite of what I'm suggesting. I emphatically <em>don't</em> want ever less distinct mixtures, but rather want more distinctive classes. The defender-striker-controller-leader space isn't the only degree to which classes can differ. But as is, most classes are built to be defined along those axes - and the rest seems incidental.</p><p></p><p>That means that there's little reason for new classes and little to be gained by using them. Sometimes they have a few distinct new tricks, so for char-op purposes they might be interesting, or have a few specifically attractive powers or what not, but in terms of playstyle, they don't represent anything particularly new. This might not be a problem, but that's the topic for another thread. In this thread, the question was asked that <em>if</em> you want more classes, what would they be. </p><p></p><p>There's nothing wrong with the PHB class design approach - but we already have those classes and we're a few years on with a design team that presumably has a better feel for the system. So, I'd like to see a balanced class that doesn't feel like it was built to be a defender or controller as primary concern, but feels like it was built to be itself and whereby the role(s) are perhaps tweaked on as an afterthought; or where, as you suggest, the role may vary from time to time.</p></blockquote><p></p>
[QUOTE="eamon, post: 5089036, member: 51942"] All classes have a bit of this in them - that's kind of the point. They're in-game realized versions of some ideal class, after all... No, that's the opposite of what I'm suggesting. I emphatically [i]don't[/i] want ever less distinct mixtures, but rather want more distinctive classes. The defender-striker-controller-leader space isn't the only degree to which classes can differ. But as is, most classes are built to be defined along those axes - and the rest seems incidental. That means that there's little reason for new classes and little to be gained by using them. Sometimes they have a few distinct new tricks, so for char-op purposes they might be interesting, or have a few specifically attractive powers or what not, but in terms of playstyle, they don't represent anything particularly new. This might not be a problem, but that's the topic for another thread. In this thread, the question was asked that [I]if[/I] you want more classes, what would they be. There's nothing wrong with the PHB class design approach - but we already have those classes and we're a few years on with a design team that presumably has a better feel for the system. So, I'd like to see a balanced class that doesn't feel like it was built to be a defender or controller as primary concern, but feels like it was built to be itself and whereby the role(s) are perhaps tweaked on as an afterthought; or where, as you suggest, the role may vary from time to time. [/QUOTE]
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