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Re: [WW] Class Balance



Keep in mind that the scout, know by other names as  the Rangers, Marine
Raiders, and the Alamo Scouts, are fore runners to the modern day Special
Forces units. the trained VERY hard, and any officer that was assigned to
Scout units went through  the exact same training as the enlisted dogface or
mudmarine did...keep in mind that not all officers attended West Point or
the Naval Academy.There were a lot of "90 Day Wonders" out
there............at least thats the way I see it from my foxhole
             Coyote out
----- Original Message -----
From: "Casey McGirt" <cmcgirt@hotmail.com>
To: <weirdwars@gamerz.net>
Sent: Sunday, August 12, 2001 6:05 AM
Subject: [WW] Class Balance


> Overall, I really like the Weird Wars rules.  But I'm a little worried
about
> class balance - some of the classes are a lot more powerful than others.
>
> Case in point...the Scout.  I went and compared him to the Officer, and
the
> comparison doesn't even come close:
> * Scout - d8 hit dice, best attack progression, good Fort save, 4 skill
> points/level, bonus Feat every 3 levels, Sneak Attack, Track, Pathfinder,
> Uncanny Dodge, One With Nature.
> * Officer - d8 hit dice, best attack progression, good Will save, fair
Fort
> save, 4 skill points/level, bonus feat every 3 levels, Rank.
>
> I'm having a little trouble seeing how Rank and a slight save boost stack
up
> against Sneak Attack, Track, Pathfinder, Uncanny Dodge, and One With
Nature.
>   Unless I'm missing something, the Officer seems to get the short end of
> the stick (even with the ability to be in charge).
>
> Likewise, the medic seems to be a bit of a lightweight.  The chart shows
two
> bonus feats (total), Unflappable, and Improved Healing.  They get a lower
> attack bonus than any of the other military classes (not counting prestige
> classes, of course), a lower HD than the grunt, and the same amount of
> skills.  Their main advantage is the ability to avoid some (but not all)
> enemy fire, due to the Geneva Conventions (something the horrors of the
> Weird Wars aren't likely to care about).  At the least, I would have
> expected more skill points or a few extra special abilities.  The only
thing
> that balances out the medic is the "cleric syndrome" - someone needs to
play
> the healer if you want the group to survive.
>
> I'm trying to figure out what to do when I run the game.  I have a few
ideas
> to balance the classes out (some roleplaying adjustments, and some changes
> in the mechanics), but I was wondering if anyone else sees the same
problems
> I do.
>
> -Casey
>
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