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<blockquote data-quote="Dragonblade" data-source="post: 5759094" data-attributes="member: 2804"><p>Right. I'm ok with going back to a model that uses different mechanical subsystems for all classes. As long as each class is balanced. I don't like the prior edition method of having a weak low level wizard, that far outstrips melee warriors at high level. And I don't like the notion that complexity should be baked into the classes. Fighters always simple and Casters always complex. Every class should have a base simple version and a complex version for those who like such things. Or better yet, variable complexity to suit the player.</p><p></p><p></p><p></p><p>Right, lots of spells is cool. But I'd prefer not moving back to a Vancian slot system. And casters should always have a level-scalable base magic attack. No caster should ever be pulling out a crossbow because they are out of magic for the day. I hate that trope with a passion. I'm glad 4e killed it.</p><p></p><p></p><p></p><p>I liked how Essentials built level scaling into each feat. I also don't mind the feat system because it offers further ways to customize a PC. I'm not a fan of disadvantage/drawback based systems. My PCs shouldn't be blind in one eye, have a peg leg, and require a gluten free diet just to be cool and take all the feats and powers I want.</p><p></p><p></p><p></p><p>I think grind is easy to fix and there are a number of house rules out there that do the job nicely (such as bloodied creatures all take max damage, or monsters have 1/2 HP but do double damage, and so on). I'd like to see a toolkit approach where WotC offers them all up as options.</p><p></p><p></p><p></p><p>Agreed. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5759094, member: 2804"] Right. I'm ok with going back to a model that uses different mechanical subsystems for all classes. As long as each class is balanced. I don't like the prior edition method of having a weak low level wizard, that far outstrips melee warriors at high level. And I don't like the notion that complexity should be baked into the classes. Fighters always simple and Casters always complex. Every class should have a base simple version and a complex version for those who like such things. Or better yet, variable complexity to suit the player. Right, lots of spells is cool. But I'd prefer not moving back to a Vancian slot system. And casters should always have a level-scalable base magic attack. No caster should ever be pulling out a crossbow because they are out of magic for the day. I hate that trope with a passion. I'm glad 4e killed it. I liked how Essentials built level scaling into each feat. I also don't mind the feat system because it offers further ways to customize a PC. I'm not a fan of disadvantage/drawback based systems. My PCs shouldn't be blind in one eye, have a peg leg, and require a gluten free diet just to be cool and take all the feats and powers I want. I think grind is easy to fix and there are a number of house rules out there that do the job nicely (such as bloodied creatures all take max damage, or monsters have 1/2 HP but do double damage, and so on). I'd like to see a toolkit approach where WotC offers them all up as options. Agreed. :) [/QUOTE]
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