I keep reading all these posts about the Ascension classes being "broken" because they don't balance with each other... and the problem is?? I remember the 3-ring binder versions of D&D from the 70's and trust me, most other RPGs through to the 80's and 90's were NOT balanced well (don't get me started on the Rifts Juicers). The classes are supposed to by used together and each is supposed to have different strengths. I don't see any problem with a Rank 16 Psyker being able to Push for all he is worth and leveling buildings, the Vindicare dodging nearly everything except assault cannons or the Interrogator/Inquisitor calling down orbital strikes or seconding Space Marine squads. At Rank 16, you are supposed to be some of the most powerful and Influential beings in the Sector. Period.
Now, I am wondering if this is ok by me since I can remember the 1st level Wizard with 4 HP and 1 Magic Missile a day who would always lose to the 1st level Fighter with 10 HP and a sword. At level 20, the Fighter didn't stand a chance! That was normal for nearly 20 years! Most other games had classes that could barely survive the first levels and others that GM's could barely kill at the last level. No problem.
My first thought is that MMO's changed all this... hell, I can remember starting on Cazic Thule at 8 hours past live time in what 1997 or so? And again, there was no class balance (Oh, how I loved my Druid quad-kiting through the hell levels.) Over the years, people have cried Foul, Nerf, Broken, etc. when one character class easily is "better" (usually in combat) than another until the grandfather of them all, D&D, now has a 4th edition that is basically a MMO role playing game without a computer. All the classes are pretty much the same (ok, broadly 4 types who just get different cards/spells/abilities). I have worked years at Waldenbooks, Babbages and the local hobby store and have forgotten as many games as most places nowadays actually stock. When did a make-believe game have to be "fair" to be fun? Role playing ... umm, playing a role... why do the stats matter if you are playing a class/role/archtype that you find enjoyable?
My next thought is that if the classes are truly broken, then any GM worth a thought must be going wild at the ultimate bad guys you can now create! RH has the ultimate nemesis Inquisitors if you campaign is playing Puritans and now the PC's have a chance against the things in CA. With the use of Fate Points, GM's can create truly deadly storylines without having to worry about killing off party members permanently. (You can always give back Fate Points the next adventure if your group is running low.)
Maybe, the problem with Ascension is that it really provides rules to become a different game altogether? Sure, you still investigate but now you have gone from beat cop looking for baddies to THE most secret police watching the leaders of worlds, commanders of fleets and even Chapter Masters of the Astartes. The Influence system works well so far (I have been using the basics from RT for the last few months with only a few hiccups) and the new powers/talents means you are a force when you decide to actually get your hands dirty. My players (again, from 31-44 years old) are looking forward to masterminds, intrigue of the nobility and factions of the Inquisition with the knowledge that now matter how powerful the book stats can make you, the GM is not limited by mere book rules but instead answers to the players in making a fun/exciting/dangerous, etc. etc. story to be enjoyed.
The bottom line is still the GM has the final say and if the players go nuts and create all-powerful characters, then create stories that challenge them in other ways... some of the time; it is always fun to unleash your full power and blast a dozen plus cultists to goo in a single die roll!
-Cynr
Such is the fate of the heretic.