Is the Pathfinder Core Rulebook a good standard to use for what is balanced within its system?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;







up vote
10
down vote

favorite












I'm asking about the practice of using the book as a measuring rod to decide if other official content in the system is balanced in comparison.







share|improve this question




























    up vote
    10
    down vote

    favorite












    I'm asking about the practice of using the book as a measuring rod to decide if other official content in the system is balanced in comparison.







    share|improve this question
























      up vote
      10
      down vote

      favorite









      up vote
      10
      down vote

      favorite











      I'm asking about the practice of using the book as a measuring rod to decide if other official content in the system is balanced in comparison.







      share|improve this question














      I'm asking about the practice of using the book as a measuring rod to decide if other official content in the system is balanced in comparison.









      share|improve this question













      share|improve this question




      share|improve this question








      edited Aug 19 at 15:15

























      asked Aug 17 at 10:11









      Caldrun

      638219




      638219




















          1 Answer
          1






          active

          oldest

          votes

















          up vote
          14
          down vote



          accepted










          Core is a bare-minimum standard, but not a good standard



          You absolutely do not want anything more powerful than the most-powerful things in core, or something less powerful than the least-powerful things in core.



          However, the core is so wildly imbalanced that this is pretty difficult to do in the first place, making core a less-than-useful metric to standardize against. The Core Rulebook is nearly-identical to the D&D 3.5e core’s balance, and the 3.5e core was hideously imbalanced.



          In particular, core has systemic problems between magical and non-magical classes. The more magical a class is, the more powerful it is. If you only compare things against comparable things (spells against spells, feats against feats, classes against similar classes), you will replicate that problem.



          Supplements have somewhat improved the balance, and offer better guides



          Consider the tiers of Pathfinder classes—you will notice three of the core classes (cleric, druid, wizard) are in the top tier, while two (monk and rogue) are in the bottom tier. Only one class (bard) actually lands in the middle tier, and even that is dubious (as nerfs to the bard relative to 3.5e make the bard stuggle to keep pace there).



          Meanwhile, in Pathfinder as a whole, the middle tier is actually the most-heavily represented. Alchemist, hunter, inquisitor, investigator, magus, mesmerist, occultist, skald, spiritualist, and warpriest, along with the unchained versions of monk, rogue, and summoner, represent a huge chunk of the game, but none of them are in core.



          Which basically is to say that the Core Rulebook is representative of the highs and lows of the entire Pathfinder system. Few classes more powerful than, say, wizard were ever published (only arcanist has much claim there), while few classes weaker than, say, monk were ever published (kineticist, possibly shifter).



          So you definitely don’t want to fall outside that wide range, but you also would like for a tighter range than that.



          Consider 6-level spellcasters



          Ultimately, Pathfinder does best when it is dealing with 6-level spellcasters. This hits a nice sweet spot of classes that have plenty of options and ways of “cheating” (because that’s what magic is, and why magic is always best in this game—non-magical options aren’t allowed to cheat), but without being able to cheat too much (because the highest-level spells are patently absurd). But Core only had 1 of them, and one of the worst of them (unlike most, who also have another strong gimmick to pair with their spells, bardic performance is painfully limited).



          These also serve as a useful metric for judging the balance of non-class options: if you can determine what level some option becomes available, you can determine whether or not it’s the kind of thing that would be level-appropriate for one of these better-balanced classes. If a feat replicates the effect of some spell they’ve been able to cast for 3 levels, it’s a pretty poor feat (unless it has some other major advantage). If a spell completely replaces a higher-level mundane trick, it’s probably a problematic spell. And so on.






          share|improve this answer






















            Your Answer




            StackExchange.ifUsing("editor", function ()
            return StackExchange.using("mathjaxEditing", function ()
            StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
            StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
            );
            );
            , "mathjax-editing");

            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "122"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            convertImagesToLinks: false,
            noModals: false,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            noCode: true, onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );













             

            draft saved


            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f129879%2fis-the-pathfinder-core-rulebook-a-good-standard-to-use-for-what-is-balanced-with%23new-answer', 'question_page');

            );

            Post as a guest






























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes








            up vote
            14
            down vote



            accepted










            Core is a bare-minimum standard, but not a good standard



            You absolutely do not want anything more powerful than the most-powerful things in core, or something less powerful than the least-powerful things in core.



            However, the core is so wildly imbalanced that this is pretty difficult to do in the first place, making core a less-than-useful metric to standardize against. The Core Rulebook is nearly-identical to the D&D 3.5e core’s balance, and the 3.5e core was hideously imbalanced.



            In particular, core has systemic problems between magical and non-magical classes. The more magical a class is, the more powerful it is. If you only compare things against comparable things (spells against spells, feats against feats, classes against similar classes), you will replicate that problem.



            Supplements have somewhat improved the balance, and offer better guides



            Consider the tiers of Pathfinder classes—you will notice three of the core classes (cleric, druid, wizard) are in the top tier, while two (monk and rogue) are in the bottom tier. Only one class (bard) actually lands in the middle tier, and even that is dubious (as nerfs to the bard relative to 3.5e make the bard stuggle to keep pace there).



            Meanwhile, in Pathfinder as a whole, the middle tier is actually the most-heavily represented. Alchemist, hunter, inquisitor, investigator, magus, mesmerist, occultist, skald, spiritualist, and warpriest, along with the unchained versions of monk, rogue, and summoner, represent a huge chunk of the game, but none of them are in core.



            Which basically is to say that the Core Rulebook is representative of the highs and lows of the entire Pathfinder system. Few classes more powerful than, say, wizard were ever published (only arcanist has much claim there), while few classes weaker than, say, monk were ever published (kineticist, possibly shifter).



            So you definitely don’t want to fall outside that wide range, but you also would like for a tighter range than that.



            Consider 6-level spellcasters



            Ultimately, Pathfinder does best when it is dealing with 6-level spellcasters. This hits a nice sweet spot of classes that have plenty of options and ways of “cheating” (because that’s what magic is, and why magic is always best in this game—non-magical options aren’t allowed to cheat), but without being able to cheat too much (because the highest-level spells are patently absurd). But Core only had 1 of them, and one of the worst of them (unlike most, who also have another strong gimmick to pair with their spells, bardic performance is painfully limited).



            These also serve as a useful metric for judging the balance of non-class options: if you can determine what level some option becomes available, you can determine whether or not it’s the kind of thing that would be level-appropriate for one of these better-balanced classes. If a feat replicates the effect of some spell they’ve been able to cast for 3 levels, it’s a pretty poor feat (unless it has some other major advantage). If a spell completely replaces a higher-level mundane trick, it’s probably a problematic spell. And so on.






            share|improve this answer


























              up vote
              14
              down vote



              accepted










              Core is a bare-minimum standard, but not a good standard



              You absolutely do not want anything more powerful than the most-powerful things in core, or something less powerful than the least-powerful things in core.



              However, the core is so wildly imbalanced that this is pretty difficult to do in the first place, making core a less-than-useful metric to standardize against. The Core Rulebook is nearly-identical to the D&D 3.5e core’s balance, and the 3.5e core was hideously imbalanced.



              In particular, core has systemic problems between magical and non-magical classes. The more magical a class is, the more powerful it is. If you only compare things against comparable things (spells against spells, feats against feats, classes against similar classes), you will replicate that problem.



              Supplements have somewhat improved the balance, and offer better guides



              Consider the tiers of Pathfinder classes—you will notice three of the core classes (cleric, druid, wizard) are in the top tier, while two (monk and rogue) are in the bottom tier. Only one class (bard) actually lands in the middle tier, and even that is dubious (as nerfs to the bard relative to 3.5e make the bard stuggle to keep pace there).



              Meanwhile, in Pathfinder as a whole, the middle tier is actually the most-heavily represented. Alchemist, hunter, inquisitor, investigator, magus, mesmerist, occultist, skald, spiritualist, and warpriest, along with the unchained versions of monk, rogue, and summoner, represent a huge chunk of the game, but none of them are in core.



              Which basically is to say that the Core Rulebook is representative of the highs and lows of the entire Pathfinder system. Few classes more powerful than, say, wizard were ever published (only arcanist has much claim there), while few classes weaker than, say, monk were ever published (kineticist, possibly shifter).



              So you definitely don’t want to fall outside that wide range, but you also would like for a tighter range than that.



              Consider 6-level spellcasters



              Ultimately, Pathfinder does best when it is dealing with 6-level spellcasters. This hits a nice sweet spot of classes that have plenty of options and ways of “cheating” (because that’s what magic is, and why magic is always best in this game—non-magical options aren’t allowed to cheat), but without being able to cheat too much (because the highest-level spells are patently absurd). But Core only had 1 of them, and one of the worst of them (unlike most, who also have another strong gimmick to pair with their spells, bardic performance is painfully limited).



              These also serve as a useful metric for judging the balance of non-class options: if you can determine what level some option becomes available, you can determine whether or not it’s the kind of thing that would be level-appropriate for one of these better-balanced classes. If a feat replicates the effect of some spell they’ve been able to cast for 3 levels, it’s a pretty poor feat (unless it has some other major advantage). If a spell completely replaces a higher-level mundane trick, it’s probably a problematic spell. And so on.






              share|improve this answer
























                up vote
                14
                down vote



                accepted







                up vote
                14
                down vote



                accepted






                Core is a bare-minimum standard, but not a good standard



                You absolutely do not want anything more powerful than the most-powerful things in core, or something less powerful than the least-powerful things in core.



                However, the core is so wildly imbalanced that this is pretty difficult to do in the first place, making core a less-than-useful metric to standardize against. The Core Rulebook is nearly-identical to the D&D 3.5e core’s balance, and the 3.5e core was hideously imbalanced.



                In particular, core has systemic problems between magical and non-magical classes. The more magical a class is, the more powerful it is. If you only compare things against comparable things (spells against spells, feats against feats, classes against similar classes), you will replicate that problem.



                Supplements have somewhat improved the balance, and offer better guides



                Consider the tiers of Pathfinder classes—you will notice three of the core classes (cleric, druid, wizard) are in the top tier, while two (monk and rogue) are in the bottom tier. Only one class (bard) actually lands in the middle tier, and even that is dubious (as nerfs to the bard relative to 3.5e make the bard stuggle to keep pace there).



                Meanwhile, in Pathfinder as a whole, the middle tier is actually the most-heavily represented. Alchemist, hunter, inquisitor, investigator, magus, mesmerist, occultist, skald, spiritualist, and warpriest, along with the unchained versions of monk, rogue, and summoner, represent a huge chunk of the game, but none of them are in core.



                Which basically is to say that the Core Rulebook is representative of the highs and lows of the entire Pathfinder system. Few classes more powerful than, say, wizard were ever published (only arcanist has much claim there), while few classes weaker than, say, monk were ever published (kineticist, possibly shifter).



                So you definitely don’t want to fall outside that wide range, but you also would like for a tighter range than that.



                Consider 6-level spellcasters



                Ultimately, Pathfinder does best when it is dealing with 6-level spellcasters. This hits a nice sweet spot of classes that have plenty of options and ways of “cheating” (because that’s what magic is, and why magic is always best in this game—non-magical options aren’t allowed to cheat), but without being able to cheat too much (because the highest-level spells are patently absurd). But Core only had 1 of them, and one of the worst of them (unlike most, who also have another strong gimmick to pair with their spells, bardic performance is painfully limited).



                These also serve as a useful metric for judging the balance of non-class options: if you can determine what level some option becomes available, you can determine whether or not it’s the kind of thing that would be level-appropriate for one of these better-balanced classes. If a feat replicates the effect of some spell they’ve been able to cast for 3 levels, it’s a pretty poor feat (unless it has some other major advantage). If a spell completely replaces a higher-level mundane trick, it’s probably a problematic spell. And so on.






                share|improve this answer














                Core is a bare-minimum standard, but not a good standard



                You absolutely do not want anything more powerful than the most-powerful things in core, or something less powerful than the least-powerful things in core.



                However, the core is so wildly imbalanced that this is pretty difficult to do in the first place, making core a less-than-useful metric to standardize against. The Core Rulebook is nearly-identical to the D&D 3.5e core’s balance, and the 3.5e core was hideously imbalanced.



                In particular, core has systemic problems between magical and non-magical classes. The more magical a class is, the more powerful it is. If you only compare things against comparable things (spells against spells, feats against feats, classes against similar classes), you will replicate that problem.



                Supplements have somewhat improved the balance, and offer better guides



                Consider the tiers of Pathfinder classes—you will notice three of the core classes (cleric, druid, wizard) are in the top tier, while two (monk and rogue) are in the bottom tier. Only one class (bard) actually lands in the middle tier, and even that is dubious (as nerfs to the bard relative to 3.5e make the bard stuggle to keep pace there).



                Meanwhile, in Pathfinder as a whole, the middle tier is actually the most-heavily represented. Alchemist, hunter, inquisitor, investigator, magus, mesmerist, occultist, skald, spiritualist, and warpriest, along with the unchained versions of monk, rogue, and summoner, represent a huge chunk of the game, but none of them are in core.



                Which basically is to say that the Core Rulebook is representative of the highs and lows of the entire Pathfinder system. Few classes more powerful than, say, wizard were ever published (only arcanist has much claim there), while few classes weaker than, say, monk were ever published (kineticist, possibly shifter).



                So you definitely don’t want to fall outside that wide range, but you also would like for a tighter range than that.



                Consider 6-level spellcasters



                Ultimately, Pathfinder does best when it is dealing with 6-level spellcasters. This hits a nice sweet spot of classes that have plenty of options and ways of “cheating” (because that’s what magic is, and why magic is always best in this game—non-magical options aren’t allowed to cheat), but without being able to cheat too much (because the highest-level spells are patently absurd). But Core only had 1 of them, and one of the worst of them (unlike most, who also have another strong gimmick to pair with their spells, bardic performance is painfully limited).



                These also serve as a useful metric for judging the balance of non-class options: if you can determine what level some option becomes available, you can determine whether or not it’s the kind of thing that would be level-appropriate for one of these better-balanced classes. If a feat replicates the effect of some spell they’ve been able to cast for 3 levels, it’s a pretty poor feat (unless it has some other major advantage). If a spell completely replaces a higher-level mundane trick, it’s probably a problematic spell. And so on.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Aug 17 at 12:28

























                answered Aug 17 at 12:05









                KRyan

                204k23504885




                204k23504885



























                     

                    draft saved


                    draft discarded















































                     


                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f129879%2fis-the-pathfinder-core-rulebook-a-good-standard-to-use-for-what-is-balanced-with%23new-answer', 'question_page');

                    );

                    Post as a guest













































































                    Comments

                    Popular posts from this blog

                    What does second last employer means? [closed]

                    List of Gilmore Girls characters

                    Confectionery