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How much should 5e aim at balance?
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<blockquote data-quote="Ahnehnois" data-source="post: 5985182" data-attributes="member: 17106"><p>Exactly my point. While the paladin's code is written into the rules, its game-breaking power us a playstyle issue.</p><p></p><p>And what do they know?</p><p></p><p>Totally agreed. I hate Vancian magic. It's D&D though.</p><p></p><p>FWIW, 3.X, more than any other edition, has other option: the spontaneous casters, warlocks/dragonfire adepts, and a variety of supplemental and variant magic systems (spell points, spell recharge, incarnum, ToM), as well as a bevy of 3rd party completely non-Vancian magic systems (Elements of Magic...). Not that these are all good, but at least you've got choices.</p><p></p><p>Gah! No! They want something <em>without</em> daily restrictions. Most likely, they just want to be able to cast a spell and move on without the resource management. They either expect unlimited casting, one centralized mana pool, or for spellcasters to become physically and mentally drained by the experience. Depends on their background. I don't think AEDU is any better in this regard than old-style D&D Vancian magic is.</p><p></p><p>I can't think of a lot of heroic fiction where the heroes worry about whether using their daily powers on an enemy because it might or might not be "worth it". Resource management is not a factor in most fiction, and if it is, the resource is something tangible like fatigue or health, or even something intangible like faith or luck, but never the "mojo" that is implied by the metagame nature of the AEDU restrictions.</p><p></p><p>Kind of agreed. Again, there are a variety of variants that create maneuvers/stunts/etc. that give you more options. I think the 5e combat superiority thing could address this pretty well.</p><p></p><p>***</p><p></p><p>The key to modeling fiction, however, and to empowering fighters, would be to have more descriptive mechanics. Heroic warriors behead people in a single swing, stagger around with bleeding wounds and fight on, or use strategy to psych out their opponents. In D&D, you can't kill someone without draining their reserve of hit points, there are no injuries or wounds, and strategic options are limited. No version of D&D addresses these things particularly well; 4e is no help in that regard and even took some steps backwards with hp inflation and healing surges.</p><p></p><p>At least we finally have units for balance. Not that I particularly agree with the conclusions.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5985182, member: 17106"] Exactly my point. While the paladin's code is written into the rules, its game-breaking power us a playstyle issue. And what do they know? Totally agreed. I hate Vancian magic. It's D&D though. FWIW, 3.X, more than any other edition, has other option: the spontaneous casters, warlocks/dragonfire adepts, and a variety of supplemental and variant magic systems (spell points, spell recharge, incarnum, ToM), as well as a bevy of 3rd party completely non-Vancian magic systems (Elements of Magic...). Not that these are all good, but at least you've got choices. Gah! No! They want something [I]without[/I] daily restrictions. Most likely, they just want to be able to cast a spell and move on without the resource management. They either expect unlimited casting, one centralized mana pool, or for spellcasters to become physically and mentally drained by the experience. Depends on their background. I don't think AEDU is any better in this regard than old-style D&D Vancian magic is. I can't think of a lot of heroic fiction where the heroes worry about whether using their daily powers on an enemy because it might or might not be "worth it". Resource management is not a factor in most fiction, and if it is, the resource is something tangible like fatigue or health, or even something intangible like faith or luck, but never the "mojo" that is implied by the metagame nature of the AEDU restrictions. Kind of agreed. Again, there are a variety of variants that create maneuvers/stunts/etc. that give you more options. I think the 5e combat superiority thing could address this pretty well. *** The key to modeling fiction, however, and to empowering fighters, would be to have more descriptive mechanics. Heroic warriors behead people in a single swing, stagger around with bleeding wounds and fight on, or use strategy to psych out their opponents. In D&D, you can't kill someone without draining their reserve of hit points, there are no injuries or wounds, and strategic options are limited. No version of D&D addresses these things particularly well; 4e is no help in that regard and even took some steps backwards with hp inflation and healing surges. At least we finally have units for balance. Not that I particularly agree with the conclusions. [/QUOTE]
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