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General Tabletop Discussion
*Pathfinder & Starfinder
Which Class or classes do you feel are unbalanced-too powerful?
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<blockquote data-quote="Merlion" data-source="post: 2665197" data-attributes="member: 10397"><p>Well we seem to have a pretty good idea what we're working with now. And so I am going to see what people think, for a bit, about solutions to the issues we've brought up.</p><p></p><p>I'm going to focus on Cleric and Druid since they have by far the most votes, and so that its not limited to casters only, also the Barbarian which I kind of have some issues with, and has recieved some votes as well (relative to other melees).</p><p></p><p></p><p>For the Cleric, RP issues aside and focusing on balance without a total revamp, I'd say a big part of the problem is simply that the Cleric has too much other stuff to go with their full spellcasting, and their defenses are too good. Also I have a general problem with the whole "divine" spellcasters getting automatic access to every spell on their list. And I feel theres a few Cleric/Druid spells that more classes should have access too (Spell Resistance, Freedom of Movement, Death Ward, Find the Path are biggies). </p><p></p><p></p><p>Anyway, I would reduce Armor Prof to Light, and Hit die to a d6. Take the Fort save down to poor or to a Medium progression like in AU/AE. And remove Divine Power and Righteous Might entirely...and spread some of the spells around a bit more as I mentioned above. Some of the trouble with defenses might be in the spells themselves too...Death Ward and Freedom of Movement make you totally immune to a bunch of stuff...granting save bonuses and resistances might really be better.</p><p> Also I dont think anything should allow greater access to Domain spells, especially the ones from the Wizard list.</p><p></p><p></p><p>For Druids, much the same. I dont really see them as being as bad because their spell list is much more limited, and doesnt include any other-class-duplicating spells. And they dont have the heavy armor. Still, they dont really need a d8 for hit dice, or a good Fort save.</p><p></p><p></p><p>As for Barbarian...well to be honest its one of the few classes I dont really see why it exists...if it were up to me I'd fold it into the Fighter and Ranger classes. </p><p></p><p>That being said, I think the combination of d12 hit dice, the Rage ability, and Damage Reduction is a bit much. Most of the Barbarians abilities are useful all the time or in almost any combat, whereas many of the other melee classes abilities tend to be situational.</p><p></p><p></p><p>thoughts?</p></blockquote><p></p>
[QUOTE="Merlion, post: 2665197, member: 10397"] Well we seem to have a pretty good idea what we're working with now. And so I am going to see what people think, for a bit, about solutions to the issues we've brought up. I'm going to focus on Cleric and Druid since they have by far the most votes, and so that its not limited to casters only, also the Barbarian which I kind of have some issues with, and has recieved some votes as well (relative to other melees). For the Cleric, RP issues aside and focusing on balance without a total revamp, I'd say a big part of the problem is simply that the Cleric has too much other stuff to go with their full spellcasting, and their defenses are too good. Also I have a general problem with the whole "divine" spellcasters getting automatic access to every spell on their list. And I feel theres a few Cleric/Druid spells that more classes should have access too (Spell Resistance, Freedom of Movement, Death Ward, Find the Path are biggies). Anyway, I would reduce Armor Prof to Light, and Hit die to a d6. Take the Fort save down to poor or to a Medium progression like in AU/AE. And remove Divine Power and Righteous Might entirely...and spread some of the spells around a bit more as I mentioned above. Some of the trouble with defenses might be in the spells themselves too...Death Ward and Freedom of Movement make you totally immune to a bunch of stuff...granting save bonuses and resistances might really be better. Also I dont think anything should allow greater access to Domain spells, especially the ones from the Wizard list. For Druids, much the same. I dont really see them as being as bad because their spell list is much more limited, and doesnt include any other-class-duplicating spells. And they dont have the heavy armor. Still, they dont really need a d8 for hit dice, or a good Fort save. As for Barbarian...well to be honest its one of the few classes I dont really see why it exists...if it were up to me I'd fold it into the Fighter and Ranger classes. That being said, I think the combination of d12 hit dice, the Rage ability, and Damage Reduction is a bit much. Most of the Barbarians abilities are useful all the time or in almost any combat, whereas many of the other melee classes abilities tend to be situational. thoughts? [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Which Class or classes do you feel are unbalanced-too powerful?
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