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General Tabletop Discussion
*Pathfinder & Starfinder
What Core Class was actually fun to play
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<blockquote data-quote="Donovan Morningfire" data-source="post: 3968488" data-attributes="member: 39532"><p>1. More or less. Having played a rogue under a DM that threw us into an adventure where <em>everything</em> was either construct or undead, not being able to use one of my big class abilities got really aggravating real fast. And I've heard plenty of cleric players gripping about being nothing more than a walking band-aid dispenser, as most of their spells wound up being spent on healing than doing other stuff. I've only seen one instance of CoDzilla, and it was a druid oddly enough.</p><p></p><p>2. Drawbacks should be there, but they shouldn't be arbritary nor should they be completely insurmountable. Just becuase the fighter isn't intended to dish out huge damage like a rogue shouldn't mean he can't have the chance to heavy damage if need be, or have to play second-fiddle/meatshield to the blaster casters. Nor should the blaster-caster always be forced to cower behind the meatshields for fear of getting clobbered.</p><p></p><p>3. I think it's still a little early to judge just what class is going to be what in 4e beyond the descriptors of "defender, striker, leader, and controller." If 4e does go the talent/feat combo that SWSE went, then it could very well be possible to mix-and-match according to taste. In Races&Classes, there is plenty of mention of feats that let one class pick-up aspects of another role (such as wizards gaining some fighter abilities as a specified example), so if somebody wants a warmage or a duskblade type of character, from the sounds of it they'd be able to get something like that from the word go.</p><p></p><p>4. Warblade. Tracking maneuvers used and actions was a lot more interesting than the fighter's "I full-attack the whatever it is we're fighting" without being as tedious or unforgiving as cleric/druid/wizard spells. Yeah, the focus was on beatsticking, but that's exactly what I was angling to play for that campaign.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 3968488, member: 39532"] 1. More or less. Having played a rogue under a DM that threw us into an adventure where [i]everything[/i] was either construct or undead, not being able to use one of my big class abilities got really aggravating real fast. And I've heard plenty of cleric players gripping about being nothing more than a walking band-aid dispenser, as most of their spells wound up being spent on healing than doing other stuff. I've only seen one instance of CoDzilla, and it was a druid oddly enough. 2. Drawbacks should be there, but they shouldn't be arbritary nor should they be completely insurmountable. Just becuase the fighter isn't intended to dish out huge damage like a rogue shouldn't mean he can't have the chance to heavy damage if need be, or have to play second-fiddle/meatshield to the blaster casters. Nor should the blaster-caster always be forced to cower behind the meatshields for fear of getting clobbered. 3. I think it's still a little early to judge just what class is going to be what in 4e beyond the descriptors of "defender, striker, leader, and controller." If 4e does go the talent/feat combo that SWSE went, then it could very well be possible to mix-and-match according to taste. In Races&Classes, there is plenty of mention of feats that let one class pick-up aspects of another role (such as wizards gaining some fighter abilities as a specified example), so if somebody wants a warmage or a duskblade type of character, from the sounds of it they'd be able to get something like that from the word go. 4. Warblade. Tracking maneuvers used and actions was a lot more interesting than the fighter's "I full-attack the whatever it is we're fighting" without being as tedious or unforgiving as cleric/druid/wizard spells. Yeah, the focus was on beatsticking, but that's exactly what I was angling to play for that campaign. [/QUOTE]
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