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*Pathfinder & Starfinder
Why do all classes have to be balanced?
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<blockquote data-quote="JamesonCourage" data-source="post: 5908911" data-attributes="member: 6668292"><p>A hit die 1 warrior in my RPG might look like: HP 15, +10 damage, and around four-six feats (though they play a much bigger factor in my game).</p><p></p><p>A hit die 15 warrior in my RPG might look like: HP 74, +16 damage, and many feats (perhaps fifteen to twenty).</p><p></p><p></p><p>My RPG doesn't assume magical items either, so I'm totally with you there. The +25% chance to hit (while a +100% increase over the level 1) isn't enough for me, personally, for someone who is supposed to be at the genre level I want them. Not judging your system or anything, just stating my preference.</p><p></p><p>I am looking forward to flatter math in 5e, though I have expressed concern that it might be too flat. If a Cleric gets +0 to stealth-based activity (because he's got a 10 Dexterity) and a Rogue gets +6 (Dexterity 18, +2 skill bonus on sneaky stuff), the Rogue is only 30% more likely to succeed at sneaky stuff. That's not really wide enough for me, especially if you consider that it might not widen much over the levels (no skill ranks). Now, they did mention the Rogue being reliably better (maybe can "take 10" better than most, or in 5e, "take attribute" but with +2 or something?). So, I won't judge it yet, but I am concerned. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>In the situation Hussar asked me about, that hit die 1 would be next to the bodyguard, giving him the bonus (which I mentioned for a reason). He'd step into the hit die 1's square and shield the hit die 1. The same goes for targeted Reflex spells aimed at him. And that's if the magician's magic item doesn't counterspell it (it gets one shot for free once per round) or he doesn't reactively throw up a protective ward on the guy (which he can overchannel, which is essentially casting for free).</p><p></p><p>When my RPG doesn't have resurrection spells handy, it's important to have alternatives to death. Bodyguard feats, THP, the Heal skill (which the bodyguard guy rocks at, and might be able to use to revive the character even if he dies), reactive wards with spells to prevent damage, and the like all play a factor in survival. And at hit die 15 with a pretty combat-heavy party, they've got one guy with bodyguard feats, THP (especially the bodyguard), the Heal skill (bodyguard) and Rejuvenation magic with the magician (healing magic), reactive wards to prevent damage before it lands (magician), the ability to burrow if they need to escape (martial PC and necromancer PC and one NPC), the ability to fly (the same martial PC), and the like.</p><p></p><p>One area spell later (if it's not countered), the hit die 1 is likely alive, after reactively giving the bodyguard +3 to his Reflex save (and +2 from his magic earlier), who then steps in to save him (and almost certainly makes his save, since he has the highest saves in the party). (I almost feel like I need to post full builds with the PCs, because I have to keep going into more and more detail; the mechanics would look slightly recognizable, but terms like ACvM, ACvR, THP, and the like that are unique to my game deter me.)</p><p></p><p>I'm really sorry that you and Hussar can't accept that the hit die 1 might be able to meaningfully contribute to the hit die 15 party, but he can. Not nearly as much or as well as a hit die 15, but he can contribute, and he can shine. It just depends on the makeup of the game, the mechanics, the setting, the core assumptions, etc. And in my game, he gets to contribute, and he gets to shine. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5908911, member: 6668292"] A hit die 1 warrior in my RPG might look like: HP 15, +10 damage, and around four-six feats (though they play a much bigger factor in my game). A hit die 15 warrior in my RPG might look like: HP 74, +16 damage, and many feats (perhaps fifteen to twenty). My RPG doesn't assume magical items either, so I'm totally with you there. The +25% chance to hit (while a +100% increase over the level 1) isn't enough for me, personally, for someone who is supposed to be at the genre level I want them. Not judging your system or anything, just stating my preference. I am looking forward to flatter math in 5e, though I have expressed concern that it might be too flat. If a Cleric gets +0 to stealth-based activity (because he's got a 10 Dexterity) and a Rogue gets +6 (Dexterity 18, +2 skill bonus on sneaky stuff), the Rogue is only 30% more likely to succeed at sneaky stuff. That's not really wide enough for me, especially if you consider that it might not widen much over the levels (no skill ranks). Now, they did mention the Rogue being reliably better (maybe can "take 10" better than most, or in 5e, "take attribute" but with +2 or something?). So, I won't judge it yet, but I am concerned. As always, play what you like :) In the situation Hussar asked me about, that hit die 1 would be next to the bodyguard, giving him the bonus (which I mentioned for a reason). He'd step into the hit die 1's square and shield the hit die 1. The same goes for targeted Reflex spells aimed at him. And that's if the magician's magic item doesn't counterspell it (it gets one shot for free once per round) or he doesn't reactively throw up a protective ward on the guy (which he can overchannel, which is essentially casting for free). When my RPG doesn't have resurrection spells handy, it's important to have alternatives to death. Bodyguard feats, THP, the Heal skill (which the bodyguard guy rocks at, and might be able to use to revive the character even if he dies), reactive wards with spells to prevent damage, and the like all play a factor in survival. And at hit die 15 with a pretty combat-heavy party, they've got one guy with bodyguard feats, THP (especially the bodyguard), the Heal skill (bodyguard) and Rejuvenation magic with the magician (healing magic), reactive wards to prevent damage before it lands (magician), the ability to burrow if they need to escape (martial PC and necromancer PC and one NPC), the ability to fly (the same martial PC), and the like. One area spell later (if it's not countered), the hit die 1 is likely alive, after reactively giving the bodyguard +3 to his Reflex save (and +2 from his magic earlier), who then steps in to save him (and almost certainly makes his save, since he has the highest saves in the party). (I almost feel like I need to post full builds with the PCs, because I have to keep going into more and more detail; the mechanics would look slightly recognizable, but terms like ACvM, ACvR, THP, and the like that are unique to my game deter me.) I'm really sorry that you and Hussar can't accept that the hit die 1 might be able to meaningfully contribute to the hit die 15 party, but he can. Not nearly as much or as well as a hit die 15, but he can contribute, and he can shine. It just depends on the makeup of the game, the mechanics, the setting, the core assumptions, etc. And in my game, he gets to contribute, and he gets to shine. As always, play what you like :) [/QUOTE]
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