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General Tabletop Discussion
*Pathfinder & Starfinder
what do you do with high strength base attack bonuses?
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<blockquote data-quote="johncolossus" data-source="post: 872330" data-attributes="member: 2252"><p>Thanks guys....</p><p>So can i presume then most people that replied are DMs? It is interesting that no-one has changed it and i will certainly take on board what the opinion has generally said. I agree that if there was a definite "tank" in the party then we would not have had the question.</p><p>However, I have to speak in some defense against Indypendants description of them as a mess......I did not give levels which will probably change things around slightly, but most of the decisions are roleplay based on what they wanted their character's to be, so are not (well not entirely min/max their characters).....so if anyone (esp. IP) is interested here are the splits.....</p><p></p><p>Risen Demon (ECL1)     Paladin 1/Monk 5</p><p>         .....the paladin choice is a roleplay choice, fitting in with the infernal turned good background (and unknown to them, fitting in with the storyline of RttTOE!). He is really the main hand to hand combatant and can do fairly good damage if includes Iron Fist feat. Problem is that if he cannot handle dire bears hand to hand the way he sees it, is that he is useless because he has not diversified. Perhaps this encounter will change his mind......</p><p></p><p>Halfing     Rogue 5/ Fighter1/Ranger1</p><p>         .......He plays more like a rogue with sneaking around as you would expect but fancies himself as a dagger expert and wants to be legendary with knives (oooo....I wonder is there a FFG product with this class in I wonder). The guy who plays him roleplays well his character and does not often go into hand to hand combat. Bounces around alot as he has fairly good tumble skill.....</p><p></p><p>Elven Sorceror 7</p><p>      .......Fairly on the mark Indypendant....this is the Monte version of the sorceror......</p><p></p><p>Human Cleric 6/Elemental Adept 1</p><p>      ........He has not weakened any healing abilities because he still has the same spells as a Cleric 7. He is weaker on turning but with a charisma 10 this was not always his best ability. </p><p></p><p>So hopefully you can see they are an interesting group albeit not totally fitting the stereotypes. Therefore, I feel the term mess is slightly harsh.....<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool    :cool:"  data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Cheers anyway.....I am sure the strength debate will not end yet with my group. I suppose in the end the game is meant to be fun for both DM and players and the players are meant to be the heroes (unless they act really stupid). Therefore, if aspects cause consternation and causes problems then compromise (ie house rules) are the way forward.</p><p></p><p>JC</p></blockquote><p></p>
[QUOTE="johncolossus, post: 872330, member: 2252"] Thanks guys.... So can i presume then most people that replied are DMs? It is interesting that no-one has changed it and i will certainly take on board what the opinion has generally said. I agree that if there was a definite "tank" in the party then we would not have had the question. However, I have to speak in some defense against Indypendants description of them as a mess......I did not give levels which will probably change things around slightly, but most of the decisions are roleplay based on what they wanted their character's to be, so are not (well not entirely min/max their characters).....so if anyone (esp. IP) is interested here are the splits..... Risen Demon (ECL1) Paladin 1/Monk 5 .....the paladin choice is a roleplay choice, fitting in with the infernal turned good background (and unknown to them, fitting in with the storyline of RttTOE!). He is really the main hand to hand combatant and can do fairly good damage if includes Iron Fist feat. Problem is that if he cannot handle dire bears hand to hand the way he sees it, is that he is useless because he has not diversified. Perhaps this encounter will change his mind...... Halfing Rogue 5/ Fighter1/Ranger1 .......He plays more like a rogue with sneaking around as you would expect but fancies himself as a dagger expert and wants to be legendary with knives (oooo....I wonder is there a FFG product with this class in I wonder). The guy who plays him roleplays well his character and does not often go into hand to hand combat. Bounces around alot as he has fairly good tumble skill..... Elven Sorceror 7 .......Fairly on the mark Indypendant....this is the Monte version of the sorceror...... Human Cleric 6/Elemental Adept 1 ........He has not weakened any healing abilities because he still has the same spells as a Cleric 7. He is weaker on turning but with a charisma 10 this was not always his best ability. So hopefully you can see they are an interesting group albeit not totally fitting the stereotypes. Therefore, I feel the term mess is slightly harsh.....:cool: Cheers anyway.....I am sure the strength debate will not end yet with my group. I suppose in the end the game is meant to be fun for both DM and players and the players are meant to be the heroes (unless they act really stupid). Therefore, if aspects cause consternation and causes problems then compromise (ie house rules) are the way forward. JC [/QUOTE]
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what do you do with high strength base attack bonuses?
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