QUOTE (Yerameyahu @ Aug 30 2011, 10:48 AM)
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I'm not going to go on about it in this thread after this post, but Power Attack was always stupid, and it's impossible to deal with 'the caster problem'. The one undeniable thing is that everyone's core abilities are more flexible (not 'flexible'); I like that.
D&D 4e actually deals with it well. Because everyone (basically) gets the same number of powers, there's never a point where the wizard has more Cool Tricks than the fighter.
I despise 3.5 with a burning passion, but that's for reasons other than the system. I played 3.0 and had fun with it, and I play/tolerate PF because some very cool friends of mine are in the group and like it all right. I still don't understand CMB at *all*, and my strength-based cleric is nearing the point where his casting is better than his fighting. Which actually sucks, because we don't have a tank, so I usually fill that role. I wanted him to be a fighter primary with healing secondary, and the system just doesn't like that.
But, we're going off-topic. The mix of spirit type to tradition is also fluff; knowing what kind of spirit you want to summon for a fight means a lot to your tactics. For example, guardian spirits mean it's smart to carry a spare heavy weapon around, for when you need it; Fire spirits mean modify your armor first, and so on.