Tim talks about character build fairness:
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Thanks Couchpotato!Character Build Fairness
More information.
Thanks Couchpotato!Character Build Fairness
That's why specializations should come with use of weapon - items over time and not just from one skill you pick... Or at least it should have a few weapon types that come with that specialization. COs if you do it like that by level points only it sucks if it's only one weapon type or armor per skill. Armor specializations are normally a bit better cos there are just 3 types.I don't enjoy specializing in pole arms, then finding out the hard way that there are very few magical pole arms, and the best one by far is only usable by half-orcs.
Ah, funny, I'm so the opposite. I hate when there are no weapon specialization skill. It means weapons are overall not as interesting and more often than not, it means I just have to pick the best weapon, instead of the best one for "my" character. Often, the type of weapon becomes more "aesthetic" than anything else.I dislike weapon specialization skills in general. They just make it so I can't use most of the weapons that I find and I'm not sure they add any real strategic depth in most cases. But I often feel forced to take them because they provide significant bonuses that the games expect you to have.
It bothers me less if it's something like one handed mastery or shield mastery that is less about the exact weapon than the play style the type of weapon provides (ie offensive vs. defensive). But I hate it if I have to decide between say axes, hammers or swords with no information to go buy other than guessing which is likely to be the most common drop.
Well yes but sometimes weapon choices are so bad that for the specialization you pick you get like 1 or two unique weapon in the whole game IF that and like i said on the other side you almost always get like 5 - 10 greatswords...Ah, funny, I'm so the opposite. I hate when there are no weapon specialization skill. It means weapons are overall not as interesting and more often than not, it means I just have to pick the best weapon, instead of the best one for "my" character. Often, the type of weapon becomes more "aesthetic" than anything else.
I like to pick my weapon and if in the end it's not *the* best weapon, at least it gives some alternative.
I don't mind weapon specializations as much if there is a real and distinct difference between weapons. Like in Lords of Xulima where swords cause bleed, hammers stun and axes wound.Ah, funny, I'm so the opposite. I hate when there are no weapon specialization skill. It means weapons are overall not as interesting and more often than not, it means I just have to pick the best weapon, instead of the best one for "my" character. Often, the type of weapon becomes more "aesthetic" than anything else.
I like to pick my weapon and if in the end it's not *the* best weapon, at least it gives some alternative.
I think in a sense you're both right.I was having this debate with my son last night. I never think about 'builds' or what may drop when I'm developing my character. It's all about who that person is and how they fit into the world. So if my character doesn't work too well, I tend to blame the game for not being open enough. My son says that's what difficulty options are for. He says you should be able to play any kind of character you want on normal/story and powergame for hard/tactical.
I suppose a big advantage of two-handed weapons in a game like Pathfinder is that there aren't so many of them. So for a one-handed weapon you have to pick one type out of 40 and hope you find a magic version (longswords are usually the safest bet). But the loot pool for 2-handed weapons is much less diluted and great swords are more generically common (plus mechanically superior to other types for the most part).Ideally, I like the Arms Master system from Rolemaster. You specialize in certain weapons, but 'similar' weapons also get a partial bonus. And with these fancy computers, we don't have to simplify to just "similar or not similar," we can say it's 70% similar, or 20% similar, or 30% similar against full plate mail but 80% similar against some old guy in a robe. We could even do combos, so somebody specialized in both two handed swords and longswords may be 90% similar to a bastard sword. As long as the computer is tracking it all and doing the math, complexity is great!
And yeah, I like the learn-by-doing best. Theoretically, the learn-by-doing style should increase your skill with every swing, but emotionally making advancement that granular isn't nearly as fun as seeing "Spetum specialization increased!" and getting a noticeable change.
P.S. What's this silliness about everyone using great swords? I almost never use those slow... oh wait. <ahem> OK, so I'm using one in my current game - but I rarely use one unless it's forced on me!![]()