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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="IndyPendant" data-source="post: 873181" data-attributes="member: 8738"><p>Ha!  Ok, I'll retract calling them a mess.  I must admit, I was thinking 'true' multiclass when I read your description (3/4 in each class for example); in each case you've described, they only have one level in their 'secondary' classes, something I call a 'splash' (thought that is a MtG term and likely not used by anywhere near the majority of roleplayers).</p><p></p><p>However, while I'll retract some of the intensity of my previous posts--I do believe the general theme still applies: they have no tanks, so they shouldn't be playing like they do.  Perhaps as suggested, give them an NPC Fighter?  They're easy to play--and can be interesting if you want an NPC with personality, or boring in a 'Hulk-Smash!' sort of way if you don't.</p><p></p><p>(One thing I do standard with my games is play a single NPC party member.  This char is designed to fill in any needed 'holes' the party may need; in your case, I would of course play a Fighter.  If there's no Divine spellcaster, I'll likely play a Cleric.  Etc etc.  There's only two 'types' of classes I won't play: arcane casters and lockpick/trap rogues.  Arcane casters because playing them properly is all about picking just the right time to cast their limited selection of incredibly powerful spells--and as the GM I almost always know when that 'best time' is, making it immensely difficult to keep from 'stealing the glory' so to speak--something you should rarely if ever do as a GM.  Lockpick/trap rogues for similar, but more concrete reasons: as the GM, I always know where the locks and traps are, so it becomes almost impossible to properly play out the roll of nervously checking for traps, out of fear of not being thorough and getting slaughtered by the trap my char missed...)</p><p></p><p>Anyways, I would recommend that: discuss with your players perhaps whether they'd want a tank NPC created to adventure with them that you as GM control, almost as if it were 'your character' (though of course rigorously avoiding any favouratism).  If they decide not to--after all, as a full-fledged party member, the NPC would dilute the xp they receive--then tell them to buck up and deal with their weaknesses, or they will die again.  And again.  And again...: )</p></blockquote><p></p>
[QUOTE="IndyPendant, post: 873181, member: 8738"] Ha! Ok, I'll retract calling them a mess. I must admit, I was thinking 'true' multiclass when I read your description (3/4 in each class for example); in each case you've described, they only have one level in their 'secondary' classes, something I call a 'splash' (thought that is a MtG term and likely not used by anywhere near the majority of roleplayers). However, while I'll retract some of the intensity of my previous posts--I do believe the general theme still applies: they have no tanks, so they shouldn't be playing like they do. Perhaps as suggested, give them an NPC Fighter? They're easy to play--and can be interesting if you want an NPC with personality, or boring in a 'Hulk-Smash!' sort of way if you don't. (One thing I do standard with my games is play a single NPC party member. This char is designed to fill in any needed 'holes' the party may need; in your case, I would of course play a Fighter. If there's no Divine spellcaster, I'll likely play a Cleric. Etc etc. There's only two 'types' of classes I won't play: arcane casters and lockpick/trap rogues. Arcane casters because playing them properly is all about picking just the right time to cast their limited selection of incredibly powerful spells--and as the GM I almost always know when that 'best time' is, making it immensely difficult to keep from 'stealing the glory' so to speak--something you should rarely if ever do as a GM. Lockpick/trap rogues for similar, but more concrete reasons: as the GM, I always know where the locks and traps are, so it becomes almost impossible to properly play out the roll of nervously checking for traps, out of fear of not being thorough and getting slaughtered by the trap my char missed...) Anyways, I would recommend that: discuss with your players perhaps whether they'd want a tank NPC created to adventure with them that you as GM control, almost as if it were 'your character' (though of course rigorously avoiding any favouratism). If they decide not to--after all, as a full-fledged party member, the NPC would dilute the xp they receive--then tell them to buck up and deal with their weaknesses, or they will die again. And again. And again...: ) [/QUOTE]
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what do you do with high strength base attack bonuses?
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