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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="Ridley's Cohort" data-source="post: 2675345" data-attributes="member: 545"><p>My experience says that counting defensive abilities and vulnerabilities is the least reliable way of predicting the balance of the class at real gaming table. In fact, it almost never works.</p><p></p><p>Look at the 3.0 Paladin. By the "hmm, this is worth a roughly a feat" method the Paladin class is much better than a Fighter for level 1-10. Much much better. In an actual typical dungeon crawl the 3.0 Paladin is perfectly playable, but definitely on the weak side unless you are wading through a sea of undead.</p><p></p><p>The problem is a grabbag of defensive abilities does not make for a powerful class.</p><p></p><p>Clearly the designers agreed, because they boosted the Paladin a good couple notches for 3.5.</p><p></p><p>The true weakness of the Cleric and Druid is they lack outstanding and easily exploited strengths. As classes, they have a huge list of resources and I have seen this make a big difference when combats last 10+ rounds. But the outcome of most combats has been decided by the end of round 2, even if they are not quite finished.</p><p></p><p>In my experience playing a Druid is that tactical choices in rounds 1 and 2 are as tough as any class I have played in. I am probably the least dangerous member of my party when the combat is short and violent.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 2675345, member: 545"] My experience says that counting defensive abilities and vulnerabilities is the least reliable way of predicting the balance of the class at real gaming table. In fact, it almost never works. Look at the 3.0 Paladin. By the "hmm, this is worth a roughly a feat" method the Paladin class is much better than a Fighter for level 1-10. Much much better. In an actual typical dungeon crawl the 3.0 Paladin is perfectly playable, but definitely on the weak side unless you are wading through a sea of undead. The problem is a grabbag of defensive abilities does not make for a powerful class. Clearly the designers agreed, because they boosted the Paladin a good couple notches for 3.5. The true weakness of the Cleric and Druid is they lack outstanding and easily exploited strengths. As classes, they have a huge list of resources and I have seen this make a big difference when combats last 10+ rounds. But the outcome of most combats has been decided by the end of round 2, even if they are not quite finished. In my experience playing a Druid is that tactical choices in rounds 1 and 2 are as tough as any class I have played in. I am probably the least dangerous member of my party when the combat is short and violent. [/QUOTE]
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Which Class or classes do you feel are unbalanced-too powerful?
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