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General Tabletop Discussion
*Pathfinder & Starfinder
What's the first thing you guess you'll have to house-rule?
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<blockquote data-quote="I'm A Banana" data-source="post: 3870380" data-attributes="member: 2067"><p>It depends on what kind of game you're playing.</p><p></p><p>D&D, as it probably should be, is being designed primarily for the most action-packed fun moments of play: the combats. You have a Defender (who protects others), the Striker (who is mobile, who gets in, hits hard, and gets out), the Leader (who helps others do their job better) and the Controller (who dictates what others can do).</p><p></p><p>But let's say I'm playing a campaign wherein the PC's need to be less combatants, more (let's say) politicians. We'll want a, say, Negotiator (who gives things to get things), a Peacekeeper (who can influence people's emotional states), an Enforcer (who has the muscle to stop violations), and an Economist (who helps supply the party with all they need). I don't need to re-design the classes per se, I just need to add roles onto what they already do, roles more appropriate for the game I'm playing.</p><p></p><p>Or let's say I'm playing a horror-themed campaign where actual combat is very binary (either you kill it quickly, or it kills you quickly). We might need a Sage (who can discover things' weaknesses), a Doctor (who can prevent the creeping doom from grabbing ahold of you), a Survivalist (who can help you find resources under pressure), and a Brave (who has the cojones to actually confront the horror, and who helps others to do the same).</p><p></p><p>D&D is action-adventure and sparring party-based combat is a good place for the core game to focus, but it's hardly exhaustive of what the game can be (or the types of games I want to run). </p><p></p><p>My biggest fear in 4e is that they focus on that to the exclusion of D&D's vast potential, that they destroy some of the modability to get it to work right as an action-adventure party-based combat game, leaving DMs like me, who like to take the game in different directions, in a more difficult position.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3870380, member: 2067"] It depends on what kind of game you're playing. D&D, as it probably should be, is being designed primarily for the most action-packed fun moments of play: the combats. You have a Defender (who protects others), the Striker (who is mobile, who gets in, hits hard, and gets out), the Leader (who helps others do their job better) and the Controller (who dictates what others can do). But let's say I'm playing a campaign wherein the PC's need to be less combatants, more (let's say) politicians. We'll want a, say, Negotiator (who gives things to get things), a Peacekeeper (who can influence people's emotional states), an Enforcer (who has the muscle to stop violations), and an Economist (who helps supply the party with all they need). I don't need to re-design the classes per se, I just need to add roles onto what they already do, roles more appropriate for the game I'm playing. Or let's say I'm playing a horror-themed campaign where actual combat is very binary (either you kill it quickly, or it kills you quickly). We might need a Sage (who can discover things' weaknesses), a Doctor (who can prevent the creeping doom from grabbing ahold of you), a Survivalist (who can help you find resources under pressure), and a Brave (who has the cojones to actually confront the horror, and who helps others to do the same). D&D is action-adventure and sparring party-based combat is a good place for the core game to focus, but it's hardly exhaustive of what the game can be (or the types of games I want to run). My biggest fear in 4e is that they focus on that to the exclusion of D&D's vast potential, that they destroy some of the modability to get it to work right as an action-adventure party-based combat game, leaving DMs like me, who like to take the game in different directions, in a more difficult position. [/QUOTE]
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What's the first thing you guess you'll have to house-rule?
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