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D&D Next Q&A 9 August
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<blockquote data-quote="Crazy Jerome" data-source="post: 5987821" data-attributes="member: 54877"><p>The idea that every class should have its own distinct and powerful mechanical toy is the same kind of simplistic design that led to every 4E class having its own list of powers. It's got a certain amount of "different for the sake of being different" behind it that inevitably leads to a lot of "filling out the grid"--which in turn leads to the very redundancy that is ostensibly being avoided. Maybe not if you only have 4-6 classes, but assuming that isn't the case, such redundancy is inevitable. </p><p> </p><p>On the other hand, the idea that every class should have its own distinct schtick that really hits the center of the class flavor is a useful, if more amorphous and difficult goal. Having a different mechanic that is used by a minority of classes, maybe even only one, is one way to pursue that schtick, but not the only one. Certainly, the more <strong>truly distinct and powerful</strong> mechanical toys you have to play with, the more options you have. </p><p> </p><p>Ultimately, though, the distinct schtick for the class is realized by the combination of all the things that go into the class, very rarely the toy itself. It may very well be that combat superiority can develop into something that practically defines the fighter by itself, the same way that "master of arcane spells" is the wizard's schtick. But you'll note that once you get past the first few classes, "caster of arcane spells" is not confined to the wizard. That's why "master of arcane spells" has relevance.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5987821, member: 54877"] The idea that every class should have its own distinct and powerful mechanical toy is the same kind of simplistic design that led to every 4E class having its own list of powers. It's got a certain amount of "different for the sake of being different" behind it that inevitably leads to a lot of "filling out the grid"--which in turn leads to the very redundancy that is ostensibly being avoided. Maybe not if you only have 4-6 classes, but assuming that isn't the case, such redundancy is inevitable. On the other hand, the idea that every class should have its own distinct schtick that really hits the center of the class flavor is a useful, if more amorphous and difficult goal. Having a different mechanic that is used by a minority of classes, maybe even only one, is one way to pursue that schtick, but not the only one. Certainly, the more [B]truly distinct and powerful[/B] mechanical toys you have to play with, the more options you have. Ultimately, though, the distinct schtick for the class is realized by the combination of all the things that go into the class, very rarely the toy itself. It may very well be that combat superiority can develop into something that practically defines the fighter by itself, the same way that "master of arcane spells" is the wizard's schtick. But you'll note that once you get past the first few classes, "caster of arcane spells" is not confined to the wizard. That's why "master of arcane spells" has relevance. [/QUOTE]
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