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Mike Mearls: A Paladin, Ranger, and Wizard With Arcane Tradition Walk Into A Tavern
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<blockquote data-quote="Alphastream" data-source="post: 7648857" data-attributes="member: 11365"><p>I really worry about the rogue if their sneak attack is a damage boost, but they don't get it all the time. That creates the classic problem of the rogue's player trying all the time to get sneak attack every round and either being frustrated or breaking the game if they succeed. </p><p></p><p>What if Sneak Attack wasn't damage at all, but was instead a trick of some kind. It might slow the target, might allow the rogue to hide from the target, or some other kind of 'trick'. The abilities that the Essentials Hunter class can tack on to a basic attack could be a model for this kind of approach. Ideally, a new player could choose a very simple option but an experienced player could use this to have a more tactical game. </p><p></p><p>With the wizard, I think having more recharging spells is fine, so long as the damage and control/utility strength is in line with non-spellcasters... and the caster classes are still approachable for a new/casual player. </p><p></p><p>A big part of this is the influence of the adventuring day. While theoretically a daily/Vancian spell can be stronger because it is cast once per day, that also can create big problems if the party rests very often - especially if they rest because they must to regain HPs. The early playtests can sometimes fall victim to this. A few lucky rolls by the monsters and the party must rest <u>again</u>, which makes spellcasters disproportionately strong. On the other hand, they can seem really weak if the adventuring day is really long and for several hours of game time they use low-damage at-wills while being completely overshadowed by the martial classes. Is there a way to prevent the adventuring day from having such a strong effect on enjoyment/balance? There should be.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 7648857, member: 11365"] I really worry about the rogue if their sneak attack is a damage boost, but they don't get it all the time. That creates the classic problem of the rogue's player trying all the time to get sneak attack every round and either being frustrated or breaking the game if they succeed. What if Sneak Attack wasn't damage at all, but was instead a trick of some kind. It might slow the target, might allow the rogue to hide from the target, or some other kind of 'trick'. The abilities that the Essentials Hunter class can tack on to a basic attack could be a model for this kind of approach. Ideally, a new player could choose a very simple option but an experienced player could use this to have a more tactical game. With the wizard, I think having more recharging spells is fine, so long as the damage and control/utility strength is in line with non-spellcasters... and the caster classes are still approachable for a new/casual player. A big part of this is the influence of the adventuring day. While theoretically a daily/Vancian spell can be stronger because it is cast once per day, that also can create big problems if the party rests very often - especially if they rest because they must to regain HPs. The early playtests can sometimes fall victim to this. A few lucky rolls by the monsters and the party must rest [U]again[/U], which makes spellcasters disproportionately strong. On the other hand, they can seem really weak if the adventuring day is really long and for several hours of game time they use low-damage at-wills while being completely overshadowed by the martial classes. Is there a way to prevent the adventuring day from having such a strong effect on enjoyment/balance? There should be. [/QUOTE]
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