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Opportunity cost will always be an issue, but I think it is a positive aspect (for players, not always GMs) that we now have a plethora of ways to do pretty much the same thing. That way you can make pretty much everybody happy.
I'm not commenting on if its a good thing or a bad thing, but it does mean that the vast majority of fighters would be better off as something else these days. Using a generic class to do something specific rarely works as well as using the specific thing for it (a few exceptions come to mind)
I am not arguing, that Fighters are sometimes the perfect tool for the job, but I tend to value the versatility of the Brawler somewhat higher (thus liking the archetype that makes Fighters more ...brawlery).
If its not the perfect tool for the job then why use anything less? A multitool is great for just about anything but a hammer, but if you're making a saw then make a saw. (I suppose in this example sponsored by home depot the brawler would be a kit of portable battery powered flashlight/skillsaw/circularsaw combos..)
However I think that PFS with its varied party compositions and challenges does make versatility a substantially better option.
Versatility in a character yes. (which is what i think what you're saying) But versatility in a class doesn't neccesarily translate into that.
Now Paizo just give me some decent animal companion alternatives - I mean ways for my ac to contribute without annoying David
If you've got a wish that big try world peace first...
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You're erroneously trying to assert that because you would never use Y, on your build, then improving Y does not improve the class.
And what I'll further assert is that if your 8th-level sorcerer would care about a double-damage buff to their Elemental Ray bloodline SLA then your sorcerer is not relevant to class balance discussions.
And still further, I will assert that you're getting so hung up on nitpicking examples that you're missing the relevant discussion of general concepts.
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If you want a croissant and have the option between the butcher, the baker and the candlestick maker ... well it isn't a hard choice.
Mmmmm...meat croissants.
- Don't expect others to spend their actions healing/buffing you, especially once you activated your rage and charged into melee.
I got a kick out of this one. My barbarian has the Superstitious Rage Power so buffing after I go into rage...not so much. Good thing he averages 15HP per level.
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Intrinsically, the balance debate has to go to some sort of value discussion.
That's actually where it starts but because people use the word "balance" the community clings to the illusion that it's a scientific discussion. There is a paltry amount of math that works here and the rest of the discussion is subjective opinion dressed in the garb of empirical facts, like power levels.
You've opted to create a straw man by assuming that A, B, C, and D are discrete choices when I specifically meant them as variables.
You've got your terminology twisted. A, B, C...those are discrete choices. Each spell is a discrete choice. What it seems your trying to say that there is always some A, B, C, and D which is a better choice than Y. That's false. For any spell, there is a situation for which the spell is the best option or as good as any other option. Even if I might agree that there exist some situation where this wasn't true for one or two spells, it would be an exception to the rule. And certainly improving the damage of a ray spell would hardly be a situation where it was never used for every caster.
There are a lot of variables here. *** You can't make a determination of value without a comparison.
That's exactly right. And there are more variables than any one person has time to consider. Which is why comparison arguments are often disinformation. If I make a design decisions based on circumstance A, that decision could have an undesired effect in circumstance B. What situations are the devs designing for? 1st level, 5th level, 20th level? Party of four, five, six? Teamed with Clerics, Fighters, Wizards? What spells are those other casters using? What feats are the other party members using? What is my nominal build for the class at each level?
Also, I can assure you that a discrete 5% is not the actual value of a Ring of Protection.
A die has a flat distribution. 1 in 20 times (on average) your die will land on the exact number that would have otherwise been a hit. The other 19 times (on average) the die is rolled, the +1 ring does nothing.
Balance is a term used to describe the sum total responses to the questions you've asked (plus a few others, typically).
Yes, that is one definition of balance, however, I believe the term suggests an empirical truth that undermines worthwhile discussion and ultimately frustrates the player base. In other words, I think it sets the wrong mindset.
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N N 959 wrote:You're erroneously trying to assert that because you would never use Y, on your build, then improving Y does not improve the class.And what I'll further assert is that if your 8th-level sorcerer would care about a double-damage buff to their Elemental Ray bloodline SLA then your sorcerer is not relevant to class balance discussions.
And still further, I will assert that you're getting so hung up on nitpicking examples that you're missing the relevant discussion of general concepts.
Ironic statement because I'm the one talking about concepts when you're talking about specific examples and using that as evidence about a class.
Are you suggesting that since your 8th level sorcerer gets no benefit form a double damage SLA, then no other Sorcerer is going to benefit from it? Because if you can't make that assertion, then you've improved the class.
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Are you suggesting that since your 8th level sorcerer gets no benefit form a double damage SLA, then no other Sorcerer is going to benefit from it? Because if you can't make that assertion, then you've improved the class.
No. It may have improved a horrible character but it did not improve the class.
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N N 959 wrote:No. It may have improved a horrible character but it did not improve the class.Are you suggesting that since your 8th level sorcerer gets no benefit form a double damage SLA, then no other Sorcerer is going to benefit from it? Because if you can't make that assertion, then you've improved the class.
The class performance is a sum of all the builds that are possible under it. Any improvement in a single build without taking away something, Jiggy's example, improves the class.
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N N 959 wrote:Thats a matter of opinion. One i don't think most people share.
The class performance is a sum of all the builds that are possible under it.
No, that's not opinion, that's how you determine how robust something is. You look at its performance under all the possible scenarios that it might encounter. That's engineering.
Improving the performance of a horrible build under a class makes the class more robust. That's an objective improvement unless you benefit from things failing.
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Agreed, quite a number of specific character concepts can these days be better realized as a specific class - of course once archetypes come into play that comparison becomes really hard.
The newest ranged toolbox thingy, has a number of feats I really would not want all the time, but I enjoy having the option to get them on a temporary basis ( I really like martial versatility, but I feel, that it is an excuse to create more niche material.
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There can be value in specialization, in Pathfinder and concerning ranged combat in particular, you really have to invest in 4-5 feats to make the most of it. And fighters have access to some of the better ones.
Brawlers can get teamwork feats (if they are also combat feats) and hunter can change their latest teamwork feat a number of times per day, there is definitely value there.
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Players have to be versatile, but characters tend to benefit too. Changing teamwork or combat feats to adapt to the situation can be very rewarding.
I would strongly advise against taking something like improved disarm in PFS, depending on the scenarios offered in your lodge, it might never be a decent option.
But if you can "just" spend a move action to get it, go for it ^^
Quote:Now Paizo just give me some decent animal companion alternatives - I mean ways for my ac to contribute without annoying DavidIf you've got a wish that big try world peace first...
I am 100 percent sure, that it can be done, maybe with some kind of incorporeal ghost AC... my first PFS character was supposed to be a primal companion hunter (a lovely memento to my WOW Hunter, I played that one for ...years) and I am still salty that it is not allowed.
I blame the devs for that one, since it is A: very unclear and B: too strong. What I wouldn't give for a PFS legal, sane option. .... I might one day just recreate the concept as a Summoner, that will be so much more balanced..|
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N N 959 wrote:The class performance is a sum of all the builds that are possible under it.No. Harsk is not a reflection of the power level of the ranger class.
I said every build summed and averaged determines the performance of a class i.e. how robust it is. I'm not talking about peak power. So no, a pre-gen is not an example of the peak power level of a class.
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Sebastian Hirsch wrote:If you want a croissant and have the option between the butcher, the baker and the candlestick maker ... well it isn't a hard choice.Mmmmm...meat croissants.
Quote:- Don't expect others to spend their actions healing/buffing you, especially once you activated your rage and charged into melee.I got a kick out of this one. My barbarian has the Superstitious Rage Power so buffing after I go into rage...not so much. Good thing he averages 15HP per level.
Meat croissant is entirely possible, you just have to prepare some kind of meat paste (the kind they use for meat love, or in Germany Leberkäse) put it in the oven, layer it properly and fold it.
But I tend to make Sushi a lot, so that kinda comes with the territory, once you make Sushi for 20 people, some without fish, some without seeweed, some without wasabi, some made mostly out of wasabi ....
So yeah, challenges are there to be beaten.
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And I sometimes had so say to fellow players "If you go and charge into that room, I am not going to rush to your aid with the wand of CLW...". But some players come to the conclusion, that since their AC won't be great, they can pretty much ignore it.
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Jiggy wrote:I said every build summed and averaged determines the performance of a class i.e. how robust it is.N N 959 wrote:The class performance is a sum of all the builds that are possible under it.No. Harsk is not a reflection of the power level of the ranger class.
You are wrong. You can do terrible things with your build that are not the class's fault, and that there's no good reason for the class to account for. Stupid-proofing a class does not make it more "robust".
I'm not talking about peak power.
Neither am I. Your continued belief that I am supports my assertion that you completely missed my points and misinterpreted my examples.
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N N 959 wrote:Jiggy wrote:I said every build summed and averaged determines the performance of a class i.e. how robust it is.N N 959 wrote:The class performance is a sum of all the builds that are possible under it.No. Harsk is not a reflection of the power level of the ranger class.You are wrong. You can do terrible things with your build that are not the class's fault, and that there's no good reason for the class to account for. Stupid-proofing a class does not make it more "robust".
Quote:I'm not talking about peak power.Neither am I. Your continued belief that I am supports my assertion that you completely missed my points and misinterpreted my examples.
Int 9 Wizards would certainly drag down the average.
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N N 959 wrote:You are wrong. You can do terrible things with your build that are not the class's fault, and that there's no good reason for the class to account for. Stupid-proofing a class does not make it more "robust".Jiggy wrote:I said every build summed and averaged determines the performance of a class i.e. how robust it is.N N 959 wrote:The class performance is a sum of all the builds that are possible under it.No. Harsk is not a reflection of the power level of the ranger class.
You made a point and it was incorrect. Now you refuse to acknowledge that making the class robust is an improvement to the class?]
You can do terrible things with your build that are not the class's fault, and that there's no good reason for the class to account for.
Trying to assert that only a terrible build benefits from your SLA improvement is just grasping at straws.
You tried to say you're getting no practical benefit...so what? It's irrelevant whether your specific build gets a"practical" benefit. Some sorc builds will get a benefit and the class is more robust because of it, that's by definition.
Quote:I'm not talking about peak power.Neither am I. Your continued belief that I am supports my assertion that you completely missed my points and misinterpreted my examples.
Your bringing up Harsk says otherwise. But I'm eager to hear what you think I've misunderstood.
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Your bringing up Harsk says otherwise. But I'm eager to hear what you think I've misunderstood.
You're using your definition in what he said in order to show that he's wrong. The problem is that your definition isn't the only one, isn't in common parlance in the community, and really doesn't make a lot of sense.
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Let's just go back to the source of the conversation:
Has the class really gotten more powerful? No. It took something that I'll never do (because it's so weak compared to other options that I still don't run out of) and technically improved it, but still left it in the "never use it" category. So if that class was sitting at 80 before, it's still sitting at 80 even with the technical power-up.
Your analysis is based on your build's lack of benefit from some specific change, but you treat it as a general truth. You ignore that there are other builds that do not have the ability in the "never use it" category. As such, an improvement in Y is more than just a "technical" improvement, it may be substantive improvement.
But you seem to dismiss this by suggesting these other builds are not worthy of participating in the class discussion, apparently irrespective of level or purpose.
My favorite part is here:
If the thing that got buffed is the class's weaker stuff, then you haven't made the class more powerful, you've made it more interesting. Heck, you may have even tempted a player to do something other than his class's most powerful option, effectively decreasing their power level.
Nicely done. You fully acknowledged you've improved the bottom end of the class, but you're lobbying that it's a decrease in power because you've tricked the player into not using his big guns? Hilarious.
The idea that Y has now become an option and allows the player to preserve X, or use less of X and choose Z in place of some of X is completely ignored by you. And FYI, I never said the class was more powerful on the top end, I said it was it was more robust and that is an improvement.
Then you claim you aren't talking about peak power?
So if that class was sitting at 80 before, it's still sitting at 80 even with the technical power-up.
That's only true if you're talking about peak power. If you're talking about average performance, it goes up with any increase of an ability.
Then you go on.
You haven't boosted a class's true power level until you've upped the cap of the most powerful thing it can do (either make it more powerful, or make it more plentiful).
I'm eager to read your explanation on how you aren't talking about peak power here.
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And 60-110 is still vastly more balanced than 1-100.
But the problem with power creep is NOT only (or even primarily) in the differences between two equally well optimized characters.
1) the power difference between a well optimized and poorly optimized character increases. People are STILL building rogues.
2) as power increases, older products (modules, scenarios, etc etc) become less and less challenging
3) as scenarios evolve to increase their difficulty, weaker characters get even less effective
Within a given class, there's a range of power levels.
Sure. But lots of options DO increase the power level.
As an example, take the spirit talker feat. Even the most slumber hex spamming witch (which I presume you'd agree is a top tier character) gains considerably from that, even if they're only using it to pick up emergency force sphere.
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Jiggy wrote:You haven't boosted a class's true power level until you've upped the cap of the most powerful thing it can do (either make it more powerful, or make it more plentiful).I'm eager to read your explanation on how you aren't talking about peak power here.
Simple: I was speaking much more broadly than you seem to be.
When I said "the most powerful thing it can do", I was talking about (for example) the sorcerer's ability to cast spells in general, as opposed to its various non-spellcasting-related powers.
When I said "the most powerful thing it can do", I was speaking at the class level (which should have been clear from context). So, broad things like "the ability to cast spells". You seem to have taken it to mean something waaaaay more specific and build-dependent than I meant.
That's why I suggested you slow down. Take the whole thing in context. I was talking about classes, so that context shows that "the most powerful thing [the class] can do" is referring to a class feature, not a specific build. If you'd taken the time to digest instead of pouncing on individual sentences without seeing where they fit in the whole post, you might have seen that.
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@NN 959
Summing up ALL builds for a class makes wizards arguably the worst class. There are a lot of builds with INT 8, or picking no spells, or picking the absolute worst spells, etc.
Heck, if you just randomized spell selection wizards would be a quite poor class. And getting worse with every new book.
And there are lots of potential abilities that you can give that are, for all practical purposes, all but useless. You just have to look at some archetypes or feats to see this.
Let's say we gave wizards a +1 per 5 levels to damage done by striking an enemy in combat with a non magical dagger. Obviously, that is a benefit. I can even come up with a bizarre edge case where it might come up. But it does NOT noticeably increase the power of a wizard
Edit: altered for clarity
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I have to say I really don't understand the obsession with class balance. The only way it makes sense is if you're coming at it from a competitive angle rather than a cooperative one. It's treating Pathfinder as a zero sum game where everyone's fighting over kills or skill check totals. "If your Barbarian kills 36 of the NPCs in this AP then that only leaves 24 for my Rogue."
It also trivializes the support roles, which is ironic, since they can actually have the most impact on the game from a pure numbers perspective.
If my Bard can create double the damage of a Fighter and Barbarian, does that make her OP?
I only care about two things with respect to class balance:
Does the class do it well enough?
Does the class do it too well?
'Well enough' is easy to measure. Look at the monster creation table, pick some CR+2 (or whatever, depending on your standards) and see if you can hit your numbers.
'Too well' is far more subjective, but can be quantified if need be. Take all the classes that do your 'thing' (spellcasting, hitting stuff with other stuff, disabling devices, etc.). Stack them up (here are the Save DCs I can reasonably achieve, here's my average DPR, etc.). If one exceeds the rest by an agreed-upon number of standard deviations, it should probably be scaled back.
The problem is now that we're well beyond Fighter, Rogue, Cleric, Wizard, there are very few classes that just do one thing. But that really only matters if one player is feeling protective over his perceived role.
If I'm playing a Rogue, I don't care if the Slayer does more damage. I don't care if the Investigator can handle more skill checks. I only care if I can't meet my goals.*
The secret to my happiness? My goal isn't to be the best.
If I'm playing bridge, my goal isn't to take the most tricks. It's to win the game with my partner. Pathfinder's a team game. Revel in your teammates' success. Don't be the guy coveting kill counts.
*I can't. It's why I don't like Rogues.
snickersimba
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Lets just end the arguements with this.
If the player is having fun, is not causing any issues and the character meshes well, there is nothign to be done.
A min maxed character is great and all, but a truly one of a kind, bizare character with a lot of flavorful feats and traits is going to add a lot more than just dice damage.
Its about a story after all, if your character is a cardboard cutout with a death ray strapped to it, then you might want to rethink it a bit and flesh it out.
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That's why I suggested you slow down. Take the whole thing in context. I was talking about classes, so that context shows that "the most powerful thing [the class] can do" is referring to a class feature, not a specific build. If you'd taken the time to digest instead of pouncing on individual sentences without seeing where they fit in the whole post, you might have seen that.
Funny. When I spoke of generalities, you countered by saying you were talking about your specific build,
My example was already referencing a real character (I said so in the first post). I compared two of the many abilities possessed by a real character and you (apparently) misinterpreted it as being a hypothetical two-ability example class.
You're erroneously trying to assert that because you would never use Y, on your build, then improving Y does not improve the class.
And what I'll further assert is that if your 8th-level sorcerer would care about a double-damage buff to their Elemental Ray bloodline SLA then your sorcerer is not relevant to class balance discussions.
When I talk about the build, you're shifting back to generalities. All the while, you're using the specifics of your build to make statements about the class,
When blindness doesn't work, I'm not reaching for my bloodline SLA, I'm reaching for one of my bajillion other options that are still more powerful than the SLA. There is never a situation where the ray is the only thing that will work. Thus, your assessment of making the class more robust is false.
Rather than telling me to "slow down," I'd recommend you rethink what it is you're trying to convey and decide whether it actually holds true. Regardless of specific builds, any improvement to a class' options improves the class, if we can measure improvement at all. Improving the lowest performer doesn't just improve the last build. It has a ripple effect on many other aspects of choices that people make. The only question is what type of improvement are we concerned with examining, peak or average?
The core problem, as I see it, occurs at this point,
Our power-level baseline, the Core Rulebook, is itself not balanced: the classes in the CRB have power levels all over the place.
There is no defined way to determine a "power level." There is no undefined way to determine a power level. I've never seen a white paper on determine power levels for RPG characters. If one exists someone please provide a link. And yes, I've read the Brilliant Gameologist post on the Tier system and had PM discussions with the author. The system is based on a flawed set of assumptions, but gains support from one truth. Spells are game-breaking at high level, especially in 3.5/Pathfinder if you have to give out spells at each level.
If "balance" is about more than some metric, then discussing the classes in terms of a metric is detrimental to the discussion. A meaningful discussion on classes revolves around understanding the OOC and IC design goals and purpose of each class from the developer's perspective.
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@NN 959
Summing up ALL builds for a class makes wizards arguably the worst class. There are a lot of builds with INT 8, or picking no spells, or picking the absolute worst spells, etc.
Whether that's true or not, I think you and I are talking about different things. The developers would look at a range of possible builds approaches that they think the game should support. That includes complete utility builds to full on blasters. If you make some change designed to improve the damage potential of utility builds, it may have no effect on blasters, but you've improved the average class performance across all builds that have played. By how much? Impossible to determine. Is it meaningful? Only the designer would be able to answer that question, and maybe not even then. But I think you will agree that a large contingency in the blaster group will insist the class has not been improved if the devs state that it has.
And there are lots of potential abilities that you can give that are, for all practical purposes, all but useless.
And this is where I think players get off track. "Useless" is a subjective call. It's not an empirical fact. What you're unintentionally asserting is that the way you see and value the character is the only way it can be valued. I've heard people claim Fast Learner is useless compared to Toughness. What if I like the concept of Fast Learner and I don't like the sound of Toughness? What role does concept play in the value of any class?
But it does NOT noticeably increase the power of a wizard
Define "power" for me in the context of an RPG? Or rather, show me the definition of power that all the class developers subscribe to and I may concede the point.
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Lets just end the arguements with this.
If the player is having fun, is not causing any issues and the character meshes well, there is nothign to be done.
A min maxed character is great and all, but a truly one of a kind, bizare character with a lot of flavorful feats and traits is going to add a lot more than just dice damage.
Its about a story after all, if your character is a cardboard cutout with a death ray strapped to it, then you might want to rethink it a bit and flesh it out.
You appear to be contradicting yourself. First you say that everything's fine as long as fun is happening without being disruptive, but then you say that everything's not fine if you're a cookie-cutter killer.
What if the player is having fun and meshing well with their cardboard cutout deathcannon without causing any issues? Is there "nothing to be done" or should they "rethink it a bit"? Which is it?
You've got to abandon one of your two claims, because they're contradictory to each other.
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Quote:But it does NOT noticeably increase the power of a wizardDefine "power" for me in the context of an RPG? Or rather, show me the definition of power that all the class developers subscribe to and I may concede the point.
I gave you a concrete example that you carefully snipped. Look at that and then maybe you'll concede the point.
By the way, I don't really care how the developers define power. I care about how the people I play with and I myself define it. It has long been clear that many Paizo developers define power differently than a great many people posting here do.
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N N 959 wrote:I gave you a concrete example that you carefully snipped. Look at that and then maybe you'll concede the point.Quote:But it does NOT noticeably increase the power of a wizardDefine "power" for me in the context of an RPG? Or rather, show me the definition of power that all the class developers subscribe to and I may concede the point.
No, you described some mechanical change and then made a qualitative assertion that power was not "noticeably" increased, but offered no metric for when things become noticeable. That isn't a definition of power. That's just an unverifiable assertion.
The reality is that type of statement adds nothing to the discussion and represents unactionable feedback because if I wanted to solve your problem, I'd have no idea when I solved it without having to ask you to play the class for who knows how long before you made another subjective assertion about whether you thought the power level is increased.
Without a definition of power, you can't prove where anything lines up on the "power" curve. All you can do is compare a specific build to another specific build based on an ocean of assumptions, some or none of which may reflect the actual gaming environment some percentage of time that's not 100%. You can follow that up with some rhetoric to try and convince others your decidedly unscientific assessment has some degree of accuracy/objectivity. You wouldn't be the first to go that route.
By the way, I don't really care how the developers define power. I care about how the people I play with and I myself define it.
I asked for a definition that the people who are making the classes subscribe to, which you can't provide. Your response is to dismiss their concerns and insert your own as being more important. The irony is that if the game catered to your whims, I have no doubt it would not be as successful as it is now. Most of us have very little understanding of what it takes to make a class work (or not break everything around it). Which is why so many people find themselves at odds with game designers, and why so few people's opinions have any effect on game design.
Class design is an order of magnitude more art than science. And we're not even talking about how the dynamics of PFS games are completely different than those of nominal non-PFS play.
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pauljathome wrote:
I gave you a concrete example that you carefully snipped. Look at that and then maybe you'll concede the point.
No, you described some mechanical change and then made a qualitative assertion that power was not "noticeably" increased, but offered no metric for when things become noticeable. That isn't a definition of power. That's just an unverifiable assertion.
I honestly haven't a clue what point you're trying to make.
If you're saying that I don't have a scientific way to exactly measure power then, uh, yeah. You're right. Clearly power level has a very large subjective side to it. As does the criteria for what is significant.
That said, I'm pretty sure that just about everybody agrees that some power gains ate so trivial as to be almost irrelevant.
My example is, I believe, one such case. Clearly it is a power gain but I doubt that anybody would think it a noticeable one. I'm pretty sure that if you thought it to be significant, you'd have said so.
Alceste008
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My two cents on this conversation are as follows:
First, the book has been a major success in my area. The additional options have promoted many people to create and play new characters. This creates more low level pfs tables in which a new player can join easily enough.
Second, the top tier classes are still top tier but they do have a new member in the arcanist. My personal experience is that wizards and arcanists seem to be pretty close in power. Sorcerers were always a fair distance behind wizards and this really has not changed.
Third, the classes at the bottom (*fighters / rogues*) are still at the bottom. People do play them, but mostly with "fun" builds. Even then, I have seen a human fighter archer do remarkable damage in pfs thou.
So in conclusion, I do think the ACG has been a good book despite the very high number of errors in the book.
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I'm enjoying my two bloodragers (one PFS, one going through Reign of Winter) and my hunter immensely.
The PFS bloodrager is a human abyssal rageshaper 9, who specializes in reach combat. The free enlarge when going into rage enables me to have a huge area of control. I'm also using a very situational feat Bear's Balance which allows me to substitute a fear effect with going into rage when I'm not raging, and it has been fun to ignore the paralysing fear of a mummy and just become large and start tearing into it.
My favorite spell to use is blade lash, which allows me to execute a trip attack with an extra +10 bonus (or even +30 if I cast true strike in the round before as well) at a 20 ft. range, even if I'm medium sized instead of large.
My bloodrager had gone large during the first fight, but due to there being an interlude I had dropped the rage and was fatigued for a few rounds when the next wave started. One of the other players had just progressed into Living Monolith and responded to the attack with, I swift enlarge and ..., upon which the GM looks at us and groans; "Wait, there's two of you who can do that?"
The Reign of Winter bloodrager is a human silver dragon steelblood 1, who has gotten DM fiat to progress my draconic bloodline with dragon disciple. Since we've just started I'm still in the "I'm a barbarian with 2 less hitpoints" state :).
My hunter is a concept I had lying around for a long while, namely a Mammoth Rider. While I had several methods of progressing until the prestige class, when the hunter came out it was almost a dream come true.
A very easy way to create a character who fights alongside or astride his companion and actually has a load of class features that benefit both of them. The teamworkfeats are extremely useful and the ability to switch out one on the fly (standard action) to grab one that's more useful in that time are jummy, while the spells and the animal focus are simply the icing on the cake.
I've gone through the entire thornkeep dungeon with her, while having an armored mammoth companion all the way. At first it was a simple wooden armor, then it was upgraded to a breastplate, and now finally she's wearing a fullplate and is large, with a dire collar allowing her to become huge once/day for a minute.
Another one was attacking a swarm by having the mammoth roll over them (the GM allowed it because there was a certain object attached to her back which shattered and caused damage to both mammoth and swarm)
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I really like my hunter, I don't feel over powered, but I feel versatile and effective. I've built myself as a switch hitter and really finding the teamwork feats shinning, to the point I'm working into the build teamwork feats into standard feat slots.
The Bloodrager in our party does sometimes crush things to a pulp before I can look at them, but that is barbarians in general.
snickersimba
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snickersimba wrote:Lets just end the arguements with this.
If the player is having fun, is not causing any issues and the character meshes well, there is nothign to be done.
A min maxed character is great and all, but a truly one of a kind, bizare character with a lot of flavorful feats and traits is going to add a lot more than just dice damage.
Its about a story after all, if your character is a cardboard cutout with a death ray strapped to it, then you might want to rethink it a bit and flesh it out.
You appear to be contradicting yourself. First you say that everything's fine as long as fun is happening without being disruptive, but then you say that everything's not fine if you're a cookie-cutter killer.
What if the player is having fun and meshing well with their cardboard cutout deathcannon without causing any issues? Is there "nothing to be done" or should they "rethink it a bit"? Which is it?
You've got to abandon one of your two claims, because they're contradictory to each other.
I assumed that it was pretty clear, not EVERYONE enjoys playing with a cookie cutter death ray. The fact remains, if the table is okay with it, then thats fine, but sometimes, you really shouldn't do that. Kinda like not wearing any pants.
Aristophanes
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Jiggy wrote:I assumed that it was pretty clear, not EVERYONE enjoys playing with a cookie cutter death ray. The fact remains, if the table is okay with it, then thats fine, but sometimes, you really shouldn't do that. Kinda like not wearing any pants.snickersimba wrote:Lets just end the arguements with this.
If the player is having fun, is not causing any issues and the character meshes well, there is nothign to be done.
A min maxed character is great and all, but a truly one of a kind, bizare character with a lot of flavorful feats and traits is going to add a lot more than just dice damage.
Its about a story after all, if your character is a cardboard cutout with a death ray strapped to it, then you might want to rethink it a bit and flesh it out.
You appear to be contradicting yourself. First you say that everything's fine as long as fun is happening without being disruptive, but then you say that everything's not fine if you're a cookie-cutter killer.
What if the player is having fun and meshing well with their cardboard cutout deathcannon without causing any issues? Is there "nothing to be done" or should they "rethink it a bit"? Which is it?
You've got to abandon one of your two claims, because they're contradictory to each other.
What? You're knocking my hobbies now? ;-)
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Arcanist - Cool but not a wizard. I like the ones I've seen even if the core wizard is stronger.
Blood Rager - Well designed, loving it.
Brawler - Well designed, loving it.
Investigator - So disappointed in you. You're so close but suck for so many levels until you get swift studies.
Hunter - You have an animal which is stronger than your actual character. This is disappointing.
Slayer - Well designed, loving it.
Skald - Well designed, loving it.
Shaman - This class is obnoxiously broken stealing the best spells from every list willy nilly and in game it's the epitome of broken dipping and it's even RAI! Stupid class. Overpowered beyond words. It's like the druid stole hexes from the witch, the spell list from the wizard, and the domains of a cleric, while retaining 3/4ths BAB and they declared the atrocity fine.
Swashbuckler - Worst saves ever prevent this from being good. Which is sad.
Warpriest - Base WP ended up being disappointing for non archery. Sacred fist is a straight upgrade for 80% of builds (Bonus feats for Flurry? Sign me up!) or divine commander for lances.
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Human Shaman
Unique spell list (corrected)
FCB choose cleric 1 level lower than you can cast
You choose 1 base spirit to start (think Oracle Mystery). Eventually, you choose a second rotating spirit as well (a second Mystery), so you can basically pick the spirit with the spells/abilities that best suit your situation that day/scenario.
Then at L6, with Spirit Talker, you can poach a hex (think Oracle Revelation) from ANY spirit:
Lore spirit/Arcane Enlightenment Hex: Shaman can add a number of spells from the sorcerer/wizard spell list = to CHA mod. Must have INT high enough to cast. DCs based on WIS, treated as divine spells.
With your FCB, you're cherry picking the best cleric spells. With the rotating spirit you're super flexible with your situational spell access. With Spirit Talker, you just take Arcane Enlightenment every day (if Lore is not your base spirit) and choose the wizard spells you want.
The Shaman can be the casting-equivalent of a Brawler.
ETA: On top of all the spell access, they also can pick Witch Hexes like Slumber, Misfortune & Fortune.
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Druid spell list
This is not true they have a unique spell list.
FCB choose cleric 1 level lower than you can cast
This alone would be extremely problematic but not game breaking.
You choose 1 base spirit to start (think Oracle Mystery). Eventually, you choose a second rotating spirit as well (a second Mystery), so you can basically pick the spirit with the spells/abilities that best suit your situation that day/scenario.
You chose one spirit to start with but the second one either lets you cherry pick the wizard list (DAILY!) which is of course a problem.
Lore spirit/Arcane Enlightenment Hex: Shaman can add a number of spells from the sorcerer/wizard spell list = to CHA mod. Must have INT high enough to cast. DCs based on WIS, treated as divine spells.
This right here is obnoxious and a big problem. The feat which lets you swap off once as a swift action is simply idiotic.
With your FCB, you're cherry picking the best cleric spells. With the rotating spirit you're super flexible with your situational spell access. With Spirit Talker, you just take Arcane Enlightenment every day (if Lore is not your base spirit) and choose the wizard spells you want.
The Shaman can be the casting-equivalent of a Brawler.
Which is horribly over powered. Feats are far worse than spells which is why the ability to use any feat isn't horribly game breaking but any spell is.
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Bloodrager has left me cold; it still feels more like a barbarian archetype than a conceptually distinct class. Shaman I simply can't wrap my head around; I don't imagine I will until I actually play one.
The rest, though, I really like. I've played arcanists, warpriests, swashbucklers, hunters and investigators in actual play, and I have built a slayer and a skald as well (haven't gotten to play them yet, though). While I haven't actually played or built a brawler yet either, I really think I'll enjoy it when I do; as I've been playing through Iron Gods, I keep imagining how well the brawler would work in that context.