|Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32|
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Charon's Little Helper wrote:GM Rednal wrote:Out of curiosity, how did you manage to break the game? Most fighters only become very, very good at killing things... which, frankly, is kind of the goal of most encounters. XD It might make other people feel irrelevant if you can always kill everything before they even act, but I wouldn't say it's breaking the game.
I'd guess some sort of crazy reach build. Maybe mixed with a maneuver or two.
It could seem sorta game-breaking to a low optimized group.
People lack imagination.
You don't break the game with just DPR.
Hi, Snowlilly. I think you might be having a communication issue with some of the other folks here, perhaps partially based on a misunderstanding of what exactly other folks are meaning with some of their descriptions/complaints regarding class comparisons. For what it's worth, I once wrote something to try to smooth discussions on a related topic by clarifying some often misunderstood ideas, and I think you might find it helpful. LINK
Also, if you'd like some relevant designer commentary on a related topic, I recently had a dialogue (completely free of flame-wars!) with designer Mark Seifter, which starts HERE and continues for a few posts of back-and-forth (though of course it's mixed in with posts on other topics, so you'll have to do some sifting).
Hopefully, with a fuller understanding of the issue being discussed, you can be more precise and enlightening in your own posts. Hope that helps! :)