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General Tabletop Discussion
*Pathfinder & Starfinder
What Core Class was actually fun to play
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<blockquote data-quote="bonethug0108" data-source="post: 3968282" data-attributes="member: 58528"><p><strong>Added a point</strong></p><p></p><p>1. Yes, I fully agree. Though the classes were still fun to play, those things made them very unfun, and they came up often(though with the cleric is more of a "I have to heal him because that is my job" sort of thing; healing can be fun, but having to do it because if you don't have a healer you die was what was annoying).</p><p></p><p>2. They will still have drawbacks, but not ones that come about because of bad design(hopefully). A fighter can't hit mutliple enemies in a large area, nor can he do as much damage as a striker most of time. So the classes aren't becoming jacks of all trades, they are just becoming less about arbitrary drawbacks and more about differences between what each can do.</p><p></p><p>3. Yes, they should. There are other ways than the arbitrary way 3e did it, though.</p><p></p><p>4. Didn't play 3.0, but I loved the ninja class. Sometimes I felt that I should be able to use my ghost step more, and I would be okay with it being less powerful. I had no idea is we would run into more than 4 encounters in one day, and even if I did save my ghoststep, sometimes it would be wasted because we wouldn't fight any more. Then I felt a little ripped of because I could have used it earlier.</p><p></p><p>I know people will scream, "but resource management is fun." To me it was very unfun.</p></blockquote><p></p>
[QUOTE="bonethug0108, post: 3968282, member: 58528"] [b]Added a point[/b] 1. Yes, I fully agree. Though the classes were still fun to play, those things made them very unfun, and they came up often(though with the cleric is more of a "I have to heal him because that is my job" sort of thing; healing can be fun, but having to do it because if you don't have a healer you die was what was annoying). 2. They will still have drawbacks, but not ones that come about because of bad design(hopefully). A fighter can't hit mutliple enemies in a large area, nor can he do as much damage as a striker most of time. So the classes aren't becoming jacks of all trades, they are just becoming less about arbitrary drawbacks and more about differences between what each can do. 3. Yes, they should. There are other ways than the arbitrary way 3e did it, though. 4. Didn't play 3.0, but I loved the ninja class. Sometimes I felt that I should be able to use my ghost step more, and I would be okay with it being less powerful. I had no idea is we would run into more than 4 encounters in one day, and even if I did save my ghoststep, sometimes it would be wasted because we wouldn't fight any more. Then I felt a little ripped of because I could have used it earlier. I know people will scream, "but resource management is fun." To me it was very unfun. [/QUOTE]
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What Core Class was actually fun to play
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