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The Official Anima ForumsAnima - Role Playing GameGame RulesClass "Balance"
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Zeru
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« on: February 21, 2009, 02:13:00 PM »

While I don't usually care much myself about something like this in a RPG system, a few of my players seem obsessed with analyzing it constantly.

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So far a few of my players believe that in the realm of the "Physical" Classes there really isn't much of a reason to play anything but a Technician, as the Technician's capabilities get more powerful much more swiftly then anyone but the Tao, and even then the Tao can't pull of many of the things a Technician could.

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One of my players thinks most of the "Hybrid" classes: The Warlock/Warrior Mentalist/Warrior Summoner in particular, anyone who doesn't get 60% in one of the primary trees, are much weaker then the more pure counter-parts since they have to split their DP so much that they end up having very poor secondary skills and their abilities only add so much more to their "class power."

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Then we have the Weapon Master, who at least 2 of my players see as a waste of space and only good for buying LP and then switching to something more useful (the Technician usually) asap. His lack of Ki abilities and extremely poor Martial Knowledge per level just makes him seem inferior to every other combat class in the game, not to mention most Weapon Modules just don't seem to make up for this. My Players rate Wear Armor as something very low on the priority list as well, since they believe armor is next to useless. (Since very few things after the Armored Long-Coat are worth getting points wise)

The Freelance also enters this territory, but my players see it as more like an NPC class, since it seems to have no real advantage over any of the other classes.

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Just thought I'd post the thoughts of some of my players on the classes of the Anima RPG system, I'd like to hear some other forum goers opinion on the subject.


P.S. Three of my players are perfectly fine with the system, but some of the others just don't seem satisfied with letting the subject rest.
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« Reply #1 on: February 21, 2009, 02:57:57 PM »

Freelancers are generally made for characters of no particular focus.  Alternately, they might be rather good for players who are wanting to entirely focus on Secondary Abilities.

The hybrid classes do monopolize most of your DP on core-class stuff.  However, they allow the greatest diversity in multiple foci.  The Technician is a fairly nice class, but bear in mind that it is essentially a glass cannon.  It can do some impressive things, but then it crumples like an eggshell.  Their relative difficulty with martial arts compared to the Tao is something of a handicap.

Armor is so totally worth it - in place of dancing like a dainty fluff trying to avoid getting hit, heavy armor lets you take hits with less concern.  The Modules they can get are fairly nice when you've taken their Attack and Defense as far as you are able.

Don't overlook the Paladin and Dark Paladin.  They are some of the strongest fighting characters in the game in terms of combat ability versus noncombat abilities, especially if you take the nonmagical variants.
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Jaxom Faux
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« Reply #2 on: February 21, 2009, 06:40:54 PM »

on this subject i do have a quick thought.

does the mentalist seem a little shafted? they get absolutely no innate class bonus whatsoever. and only a minor point advantage over their hybrid classes. even the wizard hybrids get more to work with.

i was considering giving them a 2 skill pick like the freelancer.

all the others are fine to me and yeah, weaponmasters will be much better after we get the gm screen with the 500000 weapons modules and etc. Cheesy
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« Reply #3 on: February 21, 2009, 07:25:05 PM »

I have personally found the Mentalists to be one of the better classes. You'd be surprised how much that 10 DP PP takes you, and only having to focus on that and projection.

Wizards have to buy MA, Zeon, and Projection.

Warlocks and Warrior Mentalists have to split their DP between Combat/Magic or Psionics, which leaves little for Secondary Skills.

For Example:

level 1

Mentalist: 360 DP split between PP and Projection: So 18 PP and 90 Projection, 240 in secondary skills

Wizard: 360 split between MA, Zeon, and Projection: 150 DP (3) in MA, 90 in Projection, 150 Zeon. Rest in Secondary Skills.

Warrior Mentalist: 75 in Attack 75 Defense, 8 PP, Module to use attack/defense in place of projection, 80 DP in Secondary skills.

Wizard Mentalist: 75 in Attack and Defense, 100 DP (2)in MA, 75 for Attack OR Defense instead of projection, 125 Zeon, and 80 DP in Secondary skills. 


This split up isn't set in stone, but it certainly shows how far the hybrids have to go to get away from splitting DP too heavily, it gets better for them after level 1.  
« Last Edit: February 21, 2009, 07:29:48 PM by Zeru » Logged



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« Reply #4 on: February 21, 2009, 09:56:13 PM »

true, i wasn't payin attention to the dp savings that'd entail
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« Reply #5 on: February 22, 2009, 11:01:43 AM »

While I don't usually care much myself about something like this in a RPG system, a few of my players seem obsessed with analyzing it constantly.

-----------------

So far a few of my players believe that in the realm of the "Physical" Classes there really isn't much of a reason to play anything but a Technician, as the Technician's capabilities get more powerful much more swiftly then anyone but the Tao, and even then the Tao can't pull of many of the things a Technician could.

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It sounds like your players expect a lot of combat, and a lot less other action.
 
As noted, the Technician gets ki abilities quickly.  They find limits in only having a single combat bonus per level, having the lowest increase for LP's and initiative per level, and face the limit of depending on ki powers when using them can sometimes be a drawback.
 
A campaign set with a GM that doesn't use the concept of supernatural powers being considered evil takes away some of the limitations they should have.
 
As an example for the rest; the Acrobatic Warrior gains twice the LP and initiative bonus per level, and gets the equivalent of 110 more DP's from Innate Bonuses each level.  The Technician gets 25 more MK per level.
 
The Technician gets ki powers more rapidly, and even that is not by much, but they don't get the bonuses other classes get.

Quote
One of my players thinks most of the "Hybrid" classes: The Warlock/Warrior Mentalist/Warrior Summoner in particular, anyone who doesn't get 60% in one of the primary trees, are much weaker then the more pure counter-parts since they have to split their DP so much that they end up having very poor secondary skills and their abilities only add so much more to their "class power."

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If hybrid classes want to push both classes exactly evenly, they will suffer in secondary skills.  However, they don't need to push both classes evenly, and can use their class abilities to complement each other.
 
For a second example; a Wizard can create a powerful shield, and use a high Magic Projection to protect themselves, but if they wind up in melee, they can have problems with counterattacks their magical block gives them.  If someone is swinging at them multiple times, they could try and counterattack, but even a good bonus from the chart might leave their opponent able to block and counterattack them with one of their additional attacks.  Any failure to block can mean the Wizard is doing nothing, even if it does no damage.
 
From their Innate Bonuses, a Warlock is 16 DP's behind the Wizard in buying zeon, but 40 DP's ahead in buying combat skills to bolster capabilities.
 
Again, the restrictive nature in some areas on supernatural powers means a Wizard can have serious issues defending themselves without having an entire city turn against them.
 
Zeon is also a limited resource.  A Warlock has an easier time conserving their power for use against powerful opponents by using mundane means when magic isn't essential.  A Wizard will have a hard time doing much in combat without using magic.

Quote
Then we have the Weapon Master, who at least 2 of my players see as a waste of space and only good for buying LP and then switching to something more useful (the Technician usually) asap. His lack of Ki abilities and extremely poor Martial Knowledge per level just makes him seem inferior to every other combat class in the game, not to mention most Weapon Modules just don't seem to make up for this. My Players rate Wear Armor as something very low on the priority list as well, since they believe armor is next to useless. (Since very few things after the Armored Long-Coat are worth getting points wise)
Spending 60 DP's to change between Weaponmaster and Technician is a very steep cost for some extra LP.  That eats most of a level's advance.
 
Slow ki advances mean a Weaponmaster will not be throwing down major ki attacks any time soon, but Wear Armor can be more important than your players realize.  Every level of armor decreases the damage done, as well as increasing the range where a hit does no damage.
 
For a Weaponmaster, I'd be very tempted to buy Starting Wealth with at least one CP.  A +5 Quality Breastplate (AT 5-6 against physical attacks) could be worth it, and for 45 DP's would only have a movement penalty.  Spend 5 more DP's, and wear a +5 Quality Armored Longcoat (final AT 6 against physical and 2-3 against elemental) under it without additional penalty.
 
The Weaponmaster is also one of the best choices for a ranged attack fighter.  Any class could take a single ranged weapon as their free trained weapon, and spend 20 DP's to learn a single melee weapon using the Different Type option.  A Weaponmaster can take any weapon for free, and learn Projectile Weapons to cover all ranged weapons for only 25 DP's.
 
For the cost of a single martial art (except for the Tao), the Weaponmaster can learn any two weapon modules to gain a range of weapons to use against different defenses, or a weapon module and the iaijutsu or area attack modules.  Look at some of those modules, and you'll find logical character choices that leave a Weaponmaster hard pressed to go beyond a -20 penalty for using a weapon he finds and has to use.
 
Defeat a powerful enemy and claim their relic weapon, and the Weaponmaster can learn to use it for at most 10 DP's.

Quote
The Freelance also enters this territory, but my players see it as more like an NPC class, since it seems to have no real advantage over any of the other classes.

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The Freelancer is a general class.  It works best for a player that can't make up their mind on a specialty, but also for a player in a campaign where secondary abilities are very important.  Getting a +10 bonus to any 5 different secondary abilities every level makes the Freelance excellent as a jack of all trades character. 
 
Nothing costs more than 2 DP's per point, so the Freelancer becomes a very diverse option as a dual class character, or simply as a generalist.  You don't get the Innate Bonuses to combat some classes do, and your LP and initiative increases are low, but you have a lot more options available.  Make a Freelancer with the Jack of all Trades advantage, and you have a character that can shine in a lot of non-combat situations, while still not being completely outclassed in combat.

Quote
Just thought I'd post the thoughts of some of my players on the classes of the Anima RPG system, I'd like to hear some other forum goers opinion on the subject.

P.S. Three of my players are perfectly fine with the system, but some of the others just don't seem satisfied with letting the subject rest.
Methinks your players are making too narrow an analysis of the system, and need to look a little broader for the implications of the different classes available.
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Pneumonica
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« Reply #6 on: February 22, 2009, 02:16:54 PM »

To add to Gimp's point about the Freelancer, if you want to focus on noncombat applications you can put 250 points into Combat Abilities and dump 4 or 6 CP into Skills Advantages (my favorites would have to be Jack of All Trades and Aptitude in a Field).  Being able to use any Secondary Ability without unskilled penalties (and with a +10 bonus), plus having to pay only 1 DP per level for, as an example, Intellectual and Social or Subterfuge, means you will have something to do in almots any noncombat environment and still not be a victim in combat (note, though - you will be outshone by other character types, but if you're playing a Freelance you are accepting that inevitability).  Alternately, you might pick Athletic and Subterfuge and use Sleight of Hand and Acrobatics to back up otherwise minimal combat Skills - applying penalties to your opponent's Defense is as good as getting a bonus to your own Attack.

Anyways, what Gimp said - I agree with his post from top to bottom.
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« Reply #7 on: February 22, 2009, 09:46:06 PM »

Tell them to stop comparing a tabletop RPG with a PC RPG.

The important thing is not the class is what you do with it.
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IronKnight
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« Reply #8 on: February 23, 2009, 10:20:15 PM »

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While I don't usually care much myself about something like this in a RPG system, a few of my players seem obsessed with analyzing it constantly.

Heh, heh, remember the melee vs. magic discussions in Epic?  Who vehemently argued against magic?  Wink

Quote
Three of my players are perfectly fine with the system, but some of the others just don't seem satisfied with letting the subject rest.

So harsh, Z, so harsh.  Cry We just don’t want to get killed miserably by your big bads.  I recall similar sentiments in Epic?  Roll Eyes

Anyways...

The players’ general perspective is this:

Anima is a mage dominated system (not that that is always a bad thing, high magic can be a blast).  Sure, you can play however you want, in whatever type of campaign you want, but in ours some classes simply have it better.  Magic (Magic, Mentalism, Ki, summoning) is clearly dominant which the combats we have which are a typical combat arena with light terrain/obstacles, fairly close quarters (10-30 hexes), 3-6 rounds, with 3-5 encounters a day during missions/quests.  Unless the party has the support of magic, most non-magic characters can’t last many combats and the purer the caster the better it will do in its role.  True hybrids (those not just using alternate methods of doing a single role) have their purpose but they will lose effectiveness simply because they try to wear too many hats.

Most melee classes seem overshadowed by the power and versatility of the Technician class.  The other pure melee or Melee/skill type classes all have a role but they less flexible and a properly planned Technician can contest them with properly placed CP and outperform them in combat due to their superior MK.  The Shadow is the example in our group.  A Technician can buy some stealth discounts and be sneaky like the shadow, but it will be better at combat and can shift into other roles by using different techniques and Ki abilities.

The Weapon Master and Freelance I really can’t see being viable choices as they currently are in the English rules, though Z tells me the Weapon Master will get more stuff in the DM’s Screen.  Weapon Master is great at being a road bump but it lacks the ability to make itself a threat and draw the enemies’ attention, which is likely on casters or Technicians.  The Freelance seems to simply be the class for non-combat utility but even other classes cut in on being the skill monkey, and CP gives anyone the ability to do a few skills well.  Seems like a great cohort class, but not a good player one; though that seems like the class’ purpose.  Other than really odd skill combos I can’t see and advantage of playing a Freelance.  The Freelance also suffers from having to buy access to magic and mentalism in character development, limiting its versatility later.

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Tell them to stop comparing a tabletop RPG with a PC RPG.

 Huh Who says we were?  We are making no such comparisons.  We analyze any system we game with simply so no one gets stuck playing a bad build.  Differences in power level can be a point of contention in a group and after GM’ing for as long as I have with our group I know they are prone to this.  I really just seek to prevent it.  Playing a certain class concept can be fun, but playing a ineffective character or rolling a new character every session isn’t.

Quote
The important thing is not the class is what you do with it.

I thought the saying to counter optimizers was ‘the important thing is to have fun’?  Wink
« Last Edit: February 23, 2009, 10:25:16 PM by IronKnight » Logged

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Zeru
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« Reply #9 on: February 23, 2009, 10:35:59 PM »


Heh, heh, remember the melee vs. magic discussions in Epic?  Who vehemently argued against magic?  Wink


Which part in particular? I remember that Mr.Fire Cleric argued up and down that melee was superior to Magic (despite range and damage advantages) and I argued that Magic was too difficult to counter as a melee fighter (which it is, considering you have to raise a skill that it near impossible for most fighter types to effectively raise)

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So harsh, Z, so harsh.  Cry We just don’t want to get killed miserably by your big bads.  I recall similar sentiments in Epic?  Roll Eyes

Difference is I actually write up my big bads, yours had whatever stats you wanted them to have, as did the goons (Armor Piercing Dagger wielding cultists with a Mastery in Evasion AND Dominion? madness)

A bit of Optimization is always fine, but I swear you guys are in love with the Technician and seem to automatically dismiss most of the other melee classes when they are perfectly viable in their own right. (Its like saying you shouldn't play anything but a Wizard/Cleric/Druid in DnD) Although Mr.Fire Cleric seems more guilty of this then you in most cases, considering you'll let it rest but he just won't stop complaining about it.

Although I do agree the Freelance does seem a bit lacking in areas, it really should get a discount to The Gift and Free Psychic Access (which I plan on house ruling in)
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« Reply #10 on: February 23, 2009, 11:55:39 PM »

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Which part in particular? I remember that Mr. Fire Cleric argued up and down that melee was superior to Magic (despite range and damage advantages) and I argued that Magic was too difficult to counter as a melee fighter (which it is, considering you have to raise a skill that it near impossible for most fighter types to effectively raise)

Well, that is an argument for another time, but after running a 14+ session campaign I was concerned melee had a slight edge over magic simply because it wasn't limited and I like long encounters.  I still think you are going to be hard pressed to find a better 'balanced' system then Epic, but the only thing it doesn’t do yet is the ultra high power stuff, like Anima.

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Difference is I actually write up my big bads, yours had whatever stats you wanted them to have, as did the goons (Armor Piercing Dagger wielding cultists with a Mastery in Evasion AND Dominion? madness)

Well Epic is point buy so XP structure for goons is completely unnecessary (still is in most games) and we got bored with the standard stuff so having creatures with radically different mechanisms kept the combat fresh each session.  I still don't recall the cultist encounter even remotely being dangerous as they wielded Daggers!     Daggers!     Cheesy   If you’re going to complain about anything, why not the world eating cosmic horror that only took damage equal to you will score on a successful attack?  Cool Even then I never got lucky enough to fell a PC (good power level balance maybe? Wink ).

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A bit of Optimization is always fine, but I swear you guys are in love with the Technician and seem to automatically dismiss most of the other melee classes when they are perfectly viable in their own right. (It’s like saying you shouldn't play anything but a Wizard/Cleric/Druid in DnD) Although Mr. Fire Cleric seems more guilty of this then you in most cases, considering you'll let it rest but he just won't stop complaining about it.

I was actually more pro-mage but the Technician is one of the best too.  The Technician is definitely more fun to build.  Really though, it’s about being effective in most situations.  As with our shadow, you can do some good things with a shadow, but if you’re never in a situation that allows stealth then you’re going to be operating on a subpar level.  Technicians simply operate extremely well in most standard situations.  They are so much more versatile than other non-magic melee classes due to things like Ki flight, AoEs, Addition Defenses, and what not that others simply cannot do as early or as effectively.

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Although I do agree the Freelance does seem a bit lacking in areas, it really should get a discount to The Gift and Free Psychic Access (which I plan on house ruling in)

Ya, I find it a little weird that the gift and psychic one isn't built into the classes, but that really just screws those who don't plan ahead.   Undecided
« Last Edit: February 24, 2009, 12:00:22 AM by IronKnight » Logged

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« Reply #11 on: February 24, 2009, 12:23:34 PM »

Anima is a mage dominated system (not that that is always a bad thing, high magic can be a blast).  Sure, you can play however you want, in whatever type of campaign you want, but in ours some classes simply have it better.  Magic (Magic, Mentalism, Ki, summoning) is clearly dominant which the combats we have which are a typical combat arena with light terrain/obstacles, fairly close quarters (10-30 hexes), 3-6 rounds, with 3-5 encounters a day during missions/quests.  Unless the party has the support of magic, most non-magic characters can’t last many combats and the purer the caster the better it will do in its role.  True hybrids (those not just using alternate methods of doing a single role) have their purpose but they will lose effectiveness simply because they try to wear too many hats.

You have 3-5 combat encounters a day in ANIMA? And your Zeon users aren't exhausted how? And all your Technicians clearly have Superior Ki Recovery, if thats the case.

As many have said, Anima isn't really a system that's meant to have a D&D-esque number of combat encounters. It can literally take *weeks* for magic users to recover Zeon.

But, you guys have no casters at all, correct? So maybe you're not noticing this.

Quote from: IronKnight
Most melee classes seem overshadowed by the power and versatility of the Technician class.  The other pure melee or Melee/skill type classes all have a role but they less flexible and a properly planned Technician can contest them with properly placed CP and outperform them in combat due to their superior MK.  The Shadow is the example in our group.  A Technician can buy some stealth discounts and be sneaky like the shadow, but it will be better at combat and can shift into other roles by using different techniques and Ki abilities.

A Technician also has less LP than those classes, less defense (unless they use a Technique), and almost certainly less armor, as they have been spending it their Combat points on Ki.

Then again, Zeru says you guys find armor to be useless, which I find an absolutely ludicrous sentiment. The difference between someone having to beat your defense roll by 20 to hurt you and having to beat it by 70-80 is pretty damn significant.

Technicians are great at combat as long as they can nova your face off with a Technique. Otherwise they go splat. Granted, you can defend yourself amazingly with Defensive techniques, but then you're spending all your Ki on defense. The Technician is my favorite class, unquestionably, but even I don't think its the end all-be-all.

Also, in a fight between a Weapon Master and a Technician, the Weapon Master's winning strategy is tanking the Technician. You have to be firing off some pretty butch techniques to bypass a guy using his Active Action to defend, and wearing full plate. Oh, and his MK may suck, but he probably has Aura Extension, which is enough for him to block your supernatural stuff. Especially if he's taken the module for defending against projectiles.

Quote from: IronKnight
Weapon Master is great at being a road bump but it lacks the ability to make itself a threat and draw the enemies’ attention

How is someone with the potential to easily have AT 6-7 at 1st level, and who could be potentially swinging a 100 damage two hander, not a threat?

Weapon Master is a bit underpowered in Core without some build wizardry, but it definitely has its perks. It gets even better in Dominus Exxet, when it can spend DP on MK.

Quote from: IronKnight
The Freelance also suffers from having to buy access to magic and mentalism in character development, limiting its versatility later.

Not sure I follow this statement at all. Everyone has to buy access to magic and mentalism in development if they want to use either.
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« Reply #12 on: February 24, 2009, 04:36:09 PM »

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You have 3-5 combat encounters a day in ANIMA? And your Zeon users aren't exhausted how? And all your Technicians clearly have Superior Ki Recovery, if thats the case.


Yup, well one has it (Me), but the others have Ki transmission.  Our Warlock died session one but the one in my campaign can seem to handle 2 - 4 well with little down time.  Even then, with a Zeon recovery focused mage (likely going support) it can still recover a decent amount in a few hours.

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As many have said, Anima isn't really a system that's meant to have a D&D-esque number of combat encounters. It can literally take *weeks* for magic users to recover Zeon.

Really are we going something wrong?  MA = 10 likely, 250 DP in MA =50 MA, Superior Magic Recovery III = 200 daily Zeon recovery.

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But, you guys have no casters at all, correct? So maybe you're not noticing this.

I am running one alongside Z, in which there is one Mage and one Summoner with mentalist familiar.  There was also a Warlock in the first session of Z’s game, and a mentalist which managed to survive.

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A Technician also has less LP than those classes, less defense (unless they use a Technique), and almost certainly less armor, as they have been spending it their Combat points on Ki.

Defense techs are popular, LP difference is little with most classes (at most a 15 difference per level, but likely only 5 or 10) this can be made up with techs, as can armor, which comes without penalties and with none of the coverage issues (our biggest gripe).

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Then again, Zeru says you guys find armor to be useless, which I find an absolutely ludicrous sentiment. The difference between someone having to beat your defense roll by 20 to hurt you and having to beat it by 70-80 is pretty damn significant.

Why not simply pour everything into not being hit or hitting first?  Mechanically attack and defense play large rolls in damage.  If it were simply hitting did X damage, then yes armor would be required, but with X * attack success, it’s not a big deal.  Armor penalties can kill you anyways, not to mention most armors leave areas exposed.

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Technicians are great at combat as long as they can nova your face off with a Technique. Otherwise they go splat. Granted, you can defend yourself amazingly with Defensive techniques, but then you're spending all your Ki on defense. The Technician is my favorite class, unquestionably, but even I don't think its the end all-be-all.

So far I’ve only built technicians (mine, NPCs, goons,…) with a focus on Ki endurance.  With maintenance cost generally being lower then casting costs it seems to make since to pick a few good buffs and just maintain them.  So far it doesn’t make them invincible, just better than everyone else at melee combat and non magic ranged.

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Also, in a fight between a Weapon Master and a Technician, the Weapon Master's winning strategy is tanking the Technician. You have to be firing off some pretty butch techniques to bypass a guy using his Active Action to defend, and wearing full plate. Oh, and his MK may suck, but he probably has Aura Extension, which is enough for him to block your supernatural stuff. Especially if he's taken the module for defending against projectiles.

If you were in a box the Weapon Master stands a better chance than normal, but the tech has too much versatility to allow that to happen.  Even so, init buffs for surprise, def buffs for survival, and flight to gain all kinds of silly advantages.

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How is someone with the potential to easily have AT 6-7 at 1st level, and who could be potentially swinging a 100 damage two hander, not a threat?

Other than the AT everyone can do that.  They aren’t high on the threat level because they can’t do silly things like mages can (control effects, damage effects, minion creation, buffs) and they don’t have a better attack score than anyone else.  After level 2 most everyone is augmenting themselves in another way other than the traditional ‘tank’ methods.  While other class can put their extra 10% of combat stuff into Ki, the Weapon Master is stuck putting it only in armor or weapons, which once you have one melee and one ranged, the usefulness greatly declines.

Quote
Weapon Master is a bit underpowered in Core without some build wizardry, but it definitely has its perks. It gets even better in Dominus Exxet, when it can spend DP on MK.

That’d be nifty.  Might possibly correct a few issues in the system.

Quote
Not sure I follow this statement at all. Everyone has to buy access to magic and mentalism in development if they want to use either.

Well, at level one they have to buy the gift to use magic at all right?  So after being disappointed with the performance of their class, if they want to go into magic, they can’t, unless already having the gift.
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« Reply #13 on: February 24, 2009, 05:10:07 PM »

Anima is a mage dominated system (not that that is always a bad thing, high magic can be a blast).  Sure, you can play however you want, in whatever type of campaign you want, but in ours some classes simply have it better.  Magic (Magic, Mentalist, Ki, summoning) is clearly dominant which the combats we have which are a typical combat arena with light terrain/obstacles, fairly close quarters (10-30 hexes), 3-6 rounds, with 3-5 encounters a day during missions/quests.  Unless the party has the support of magic, most non-magic characters can’t last many combats and the purer the caster the better it will do in its role.  True hybrids (those not just using alternate methods of doing a single role) have their purpose but they will lose effectiveness simply because they try to wear too many hats.
You had me very surprised at first, until I realized you were lumping all supernatural abilities under magic.
 
A first consideration is the genre for Anima.  Anima is designed for people who want to have heroic anime adventures.  Anime heroes are more high powered than most fantasy heroes, and fall into a few different categories.  Those who use magic (either directly or through summoned creatures), those who use psychic powers, those who use ki abilities, those who use powerful weapons, and those who use skill.  Many will mix those characteristics.
 
Pure power manipulators can have significant issues in the scenario you present. 
 
Mystics have a limited supply of zeon, so simply casting a magic shield 3-5 times in a day would be very draining.  As an example; Shield of Light is a minimum 50 zeon to cast, and 5 per round to maintain.  In your suggested scenario, a mage using just that would be going through 60-75 zeon per encounter, or 180-375 zeon per day just defending themselves.  Using CP's on advantages, most mages will still be recovering under 100 zeon per day, and most are likely to start with under 600 zeon total.
 
Psychics have it better on the long term power front.  They are limited more within the round, as opposed to within the day.  They are also designed more to use their abilities to support and enhance, without being direct combat powerhouses until they develop more.  Their weakness is in having to conserve, or face significant issues with fatigue.
 
Melee classes have different considerations.

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Most melee classes seem overshadowed by the power and versatility of the Technician class.  The other pure melee or Melee/skill type classes all have a role but they less flexible and a properly planned Technician can contest them with properly placed CP and outperform them in combat due to their superior MK.  The Shadow is the example in our group.  A Technician can buy some stealth discounts and be sneaky like the shadow, but it will be better at combat and can shift into other roles by using different techniques and Ki abilities.
I added the emphasis, because that is all I have found.  A perception that the Technician is more powerful, when, in fact, they are not. 
 
A Technician starts with 50MK.  To gain access to Ki Dominion techniques requires Use of Ki and Ki Control.  That's 70MK.  To give a better chance of avoiding surprises, add Ki Detection for a total of 90MK.  If you want to be able to block supernatural you need Presence Extrusion for 100MK, and up to 110MK if you want to use a weapon with Aura Extension.  Making your stealthy Technician would require 20MK more for Use of Necessary Energy and Ki Concealment, and bring you up to a total of 130MK. 
 
You've just spent two CP's on Martial Mastery to get here, and still have no special attack abilities except those granted by Presence Extrusion and Aura Extension.
 
Max out your options, and buy the third level of Martial Mastery and Tai Chi, and you’d have 70MK to buy more general options (Weight Elimination is fun, and Ki Transmission to allow Ki Healing is nice) and up to two basic Ki Dominion powers.  Buying an increased recharge rate for ki would also be worthwhile for another CP or two.
 
Your Technician now has to decide how to use their DP’s.  Going to maximize ki potential, take Tai Chi instead of an initial weapon for 25 DP’s, and whatever weapon you want to use as a Different Type Module for 20 DP’s.  Take all relevant stats in the 8-9 point range for simplicity, and the Technician is generating 1 ki point in each of six attributes.  If the Technician wants to do anything other than passively accumulate ki, they have to increase their rate to at least 3 for each stat, for 20 DP’s per stat increased. 
 
While you may decide to increase them in a different configuration, buying past the 50% reduction still costs the same, so that’s 165 DP’s for six 2-point increases (6 additional accumulation per round, or six total per round when taking actions), Tai Chi (for 30 MK), and a weapon.  Spend 3 DP for more ki, and that leaves 192 DP for attack and defense skills.  Split those evenly, and with stat bonuses, you could have an attack of 63 and a block of 58 with class bonuses.
 
For comparison, take a katana as the weapon chosen.  With Aura Extension and strength 10, your attack damage would be 70 (50+10+10), or 80 two handed, with a 0 initiative bonus from the weapon.

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The Weapon Master and Freelance I really can’t see being viable choices as they currently are in the English rules, though Z tells me the Weapon Master will get more stuff in the DM’s Screen.  Weapon Master is great at being a road bump but it lacks the ability to make itself a threat and draw the enemies’ attention, which is likely on casters or Technicians.  The Freelance seems to simply be the class for non-combat utility but even other classes cut in on being the skill monkey, and CP gives anyone the ability to do a few skills well.  Seems like a great cohort class, but not a good player one; though that seems like the class’ purpose.  Other than really odd skill combos I can’t see and advantage of playing a Freelance.  The Freelance also suffers from having to buy access to magic and mentalism in character development, limiting its versatility later.
Let’s look at a Weaponmaster:
Take those same CP’s used for the Technician, and buy See Supernatural (extreme combat senses), Artifact 3, and Starting Wealth 1.
 
Using the guidelines posted on the forums that AT said were fairly reasonable for artifact creation, I created Oni-kiri-maru, a 3CP artifact katana.
Oni-kiri-maru is a +15 Quality weapon, whose first power is the ability to Damage Energy (the equivalent of Aura Extension), next comes Supernatural Attack (unblockable unless able to block supernatural), and finally +60 damage.
 
Starting Wealth 1 would allow the purchase of both a +5 Quality Breastplate and a +5 Quality Armored Longcoat, along with a lot of other goodies.  That would give AT6 against all physical attacks, and AT3-4 against environmental energy.  For 25 DP’s, there would be no penalties for wearing both armors (None remain from the Longcoat, the Breastplate‘s are reduced to 35+10, and Class and Strength reduce that to 25).
 
Feeling extremely combative, the Weaponmaster choses to take the 335 DP’s remaining available for combat, put 35 DP’s toward Wear Armor for later, and split the 300 DP’s between attack and block.  {Edit to correct maximum attack/defense allowance of 300 DP's} That gives attack and block ratings  of 75, increased to 90 with stat and class bonuses, but further increased to 105 with Oni-kiri-maru’s bonuses.  Note that also allows two attacks per round with an attack of 80.
 
With Oni-kiri-maru as the weapon chosen, your attack damage would be 150 (50+10+30+60), or 160 two handed, with an initiative bonus of +15 from the weapon, and a -3AT penalty for the target.
 
That’s a 42 point deficit for attacking, a 47 point deficit for defending, a 5 point bonus for initiative (due to the layered armor penalty), and a significant shift in the AT column used for combat.  Without overcoming the Weaponmaster’s AT, the Technician would have to outscore the Weaponmaster by 112 points to score 10% damage (8 points two handed).
 
An average single attack roll would put the Weaponmaster ahead by 47 points, giving a result of 30% damage, or 45 delivered points attacking one handed, for a world of hurt and a possible critical after a second such hit.  {Edit to correct maximum attack/defense allowance of 300 DP's}
 
As levels increase, the Technician needs to increase their ki and ki accumulation, while the Weaponmaster can simply widen the skill gap.
 
The Technician can develop dominion abilities to try and offset the difference, but has a significant lag to overcome that will continue growing.  Until the Technician gets to the level where they can add continuous attack advantages (+30MK to any technique), a single miss that allows the Weaponmaster to counterattack can stop the rest of a multiple attack technique.
 
Remember, as well, that counterattack abilities are separate from normal attack abilities for the Technician’s domain powers, but are a cost free part of the Weaponmaster’s.  All of the Weaponmaster’s abilities are also cost free to use.
 
The rest of the fighter options, including the mixed class options, can be built to be very effective, even in a combat heavy environment.   Let an Acrobatic Warrior use Acrobatics to outmaneuver you and put you at a disadvantage, while using  ki abilities not much less than the Technician’s if they want.
 
The Weaponmaster build I used here is not the only option for building an effective Weaponmaster.  It was a heavy handed build to showcase a significant weakness other classes could have if players were interested more in power gaming over character development.   
 
Power gaming is not a wrong way to play if people are having fun, but I find it tends to make people miss obvious issues.  Extra attacks with bonuses to hit, reduced enemy armor, and all sorts of other toys sound cool, but you have to pay for them, and other classes are getting new toys, too.

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Tell them to stop comparing a tabletop RPG with a PC RPG.

 Huh Who says we were?  We are making no such comparisons.  We analyze any system we game with simply so no one gets stuck playing a bad build.  Differences in power level can be a point of contention in a group and after GM’ing for as long as I have with our group I know they are prone to this.  I really just seek to prevent it.  Playing a certain class concept can be fun, but playing a ineffective character or rolling a new character every session isn’t.

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The important thing is not the class is what you do with it.

I thought the saying to counter optimizers was ‘the important thing is to have fun’?  Wink
It’s very easy to look at the rules structure, see high powered concepts, and assume balance does not exist.  What it takes to reach those high powered options is where balance is regained.
 
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Really are we going something wrong?  MA = 10 likely, 250 DP in MA =50 MA, Superior Magic Recovery III = 200 daily Zeon recovery.
250 DP in MA leaves 110 left for Magic Projection and extra zeon.  Even skipping the extra zeon, that's only a 55 Magic Projection.  If you don't win the roll for attack vs defense, shields won't help.  Dumping everything into Magic Projection at 2nd level would only increase it to 80, which is still likely to be a deficit against attacks.
 
If the Wizard could survive a few levels, the daily zeon recovery would help, but they'd be pretty worthless until then.  Power 8-11 is only giving you 210-250 total zeon, and most defense spells cost at least 50+ maintainance.
 
As the book notes, too high an accumulation can leave you high and dry when you need zeon, and too low can take forever casting spells.
 
 
Edit to note: My original numbers were run quickly with company due, and I forgot to add the limitation of 50% of DP's to attack and defense.  I also neglected to add the -20 initiative penalty for stacking armor.  I apologize for the errors.  The numbers have been corrected.
« Last Edit: February 25, 2009, 12:42:22 AM by Gimp » Logged
Zeru
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« Reply #14 on: February 24, 2009, 05:31:14 PM »

I would like to point out that classes that spend points in armor are effectively buying more defense.

Example:
Level 1 Weapon Master: Str 10 = +15 Modifier, +10 Class bonus, and he dumps 60 points into armor (and 300 goes into his attack/defense)

That is a total of 85 Wear Armor and he can wear Partial Plate with ease.

That gives him him a 4/3/2/3/2/2/0, with a -2 Movement.

So an effective +40 against cut, +30 against impact, +20 against Thrust, + 30 against Heat, and +20 against both Electricity and Cold.

A Level 1 Technician who puts nothing into armor: 60 into Ki/Accumulation, 300 into attack and defense, assuming a STR of 10, so a 15 Wear Armor.

He can wear either complete leather or the Armored Long Coat, Armored Long Coat (for some reason) is better, so we will go with that.

This gives him 1/0/2/1/2/2/0, no movement penalty.

So his best is against Thrust, Cold, and Electricity at +20, his worst is Impact which gives him no bonus (not counting energy)


Now lets look at Level 5 for both classes:

Weapon Master Spent about 40 points on Wear armor and got 40 more from class bonuses, so he now has a Wear Armor of 165, and an Attack/Defense of 180 each, not counting Ability Modifiers.

So he can wear Full Plate, lets assume its +5 due to their level.

6/6/6/5/1/6/2, -2 movement.

This means against most attacks he has a +60 to his defense, and +10 on his single weak point, and even energy is reduced against now.

Now the Technician has been spending 10 points ever level in Ki/Accumulation, and still has a wear armor of 15 and his Attack/Defense is now 180/150, again, not counting ability modifiers.

So he can Wear +5 Quality Fur:

3/2/3/2/3/3/0

This is much better then his Long Coat, but still only about half as good as the Weapon Master. +30 against most attacks, and +20 against his weakest, but energy is still a +0.

Count in the HP difference and the Weapon Master is more then twice as tough as the Technician, and isn't reliant on Ki at all, and if the Weapon Master is willing to take the hit to Initiative, he can layer some armor and make himself even harder to damage, although this does leave him with secondary skill + Initiative penalties. (-20)

Granted, the Technician has great burst power over the Weapon Master, but the Weapon Master is still much tougher.


Edit: As far as I am aware, there is no way to get rid of the penalties for layering armor, so every extra layer of armor gives you an unavoidable -20 to Initiative and certain Secondary skills.
« Last Edit: February 24, 2009, 05:40:22 PM by Zeru » Logged



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