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General Tabletop Discussion
*Pathfinder & Starfinder
Why do all classes have to be balanced?
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<blockquote data-quote="Hussar" data-source="post: 5909264" data-attributes="member: 22779"><p>And we're right back where we were with the "Falling Damage" thread. You want a flatter game where high level characters are still essentially just better than low level characters. Your idea of a high level character can take on ten soldiers and win.</p><p></p><p>My idea of a high level character is one that can take on ten thousand soldiers and win. Ok, that's hyperbole. But certainly a heck of a lot more than ten. I want high level characters that are truly mythic. A fifteenth level party facing a largely mundane castle guarded by low level soldiers blows open the front door, rips the heads off of anything that stands in their way and kicks the dog on the way out.</p><p></p><p>Because, to me, a high level party is challenging gods. Or, if not gods, then certainly powerful unique beings that are close enough to gods to see divinity on a clear day. It's Queen of the Demonweb Pits, it's Isle of the Ape (where in the first encounter, you're intended to wade through a couple of hundred axe wielding 1e Barbarians), it's the last three or four modules of any Paizo (3e D&D anyway) Adventure Path.</p><p></p><p>And, like we went through the last time with this, if you flatten the math to the point where it resembles your game, I'm left out in the cold. It takes a massive rewrite of D&D to get to the point of what you have. To the point where I'd pretty much say that whatever you're playing, it's not D&D (classless would be the first clue). It might be level based, but, just barely. It's closer to something like E6, where levels really don't matter a whole lot and the game is predicated on a campaign not radically changing from beginning to end.</p><p></p><p>But, rolling this back around to the OP and why do classes have to be balanced. I think this nicely encapsulates it. If you flatten the math to the point where 1st and 15th level are not significantly different, then you've balanced it one way - the campaign will not radically change through the entire campaign. OTOH, if you go the more traditional D&D route where play does radically change from one end of the scale to the other, then you have to make sure that balance is achieved at all points or it doesn't work.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5909264, member: 22779"] And we're right back where we were with the "Falling Damage" thread. You want a flatter game where high level characters are still essentially just better than low level characters. Your idea of a high level character can take on ten soldiers and win. My idea of a high level character is one that can take on ten thousand soldiers and win. Ok, that's hyperbole. But certainly a heck of a lot more than ten. I want high level characters that are truly mythic. A fifteenth level party facing a largely mundane castle guarded by low level soldiers blows open the front door, rips the heads off of anything that stands in their way and kicks the dog on the way out. Because, to me, a high level party is challenging gods. Or, if not gods, then certainly powerful unique beings that are close enough to gods to see divinity on a clear day. It's Queen of the Demonweb Pits, it's Isle of the Ape (where in the first encounter, you're intended to wade through a couple of hundred axe wielding 1e Barbarians), it's the last three or four modules of any Paizo (3e D&D anyway) Adventure Path. And, like we went through the last time with this, if you flatten the math to the point where it resembles your game, I'm left out in the cold. It takes a massive rewrite of D&D to get to the point of what you have. To the point where I'd pretty much say that whatever you're playing, it's not D&D (classless would be the first clue). It might be level based, but, just barely. It's closer to something like E6, where levels really don't matter a whole lot and the game is predicated on a campaign not radically changing from beginning to end. But, rolling this back around to the OP and why do classes have to be balanced. I think this nicely encapsulates it. If you flatten the math to the point where 1st and 15th level are not significantly different, then you've balanced it one way - the campaign will not radically change through the entire campaign. OTOH, if you go the more traditional D&D route where play does radically change from one end of the scale to the other, then you have to make sure that balance is achieved at all points or it doesn't work. [/QUOTE]
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Why do all classes have to be balanced?
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