I guess I had expected a little more.
That's certainly the easiest way to design a game. I guess I had expected a little more.

I don't see how it's "bad design" to include an option for players who enjoy a non-standard style.I know some people enjoy “taking one for the team” and all that, but I ain't him and I also (as a DM) don't want to punish my players like that. In my book, it's just plain bad design.
Well, that's what we get for trying to be helpful...![]()
we'd turn the warlord into the 3e cleric.
Why? We are designing the game for the purpose of having "real-life emotional benefits", like the dreaded "fun" the designers always talked about.I feel that balancing mechanical penalties (a class feature that does you no good) with real-life emotional benefits (the warm glow of helping others) is likewise poor, or just lazy, game design.
For example, let's say a character wants to a play a "smart fighter". Perfectly normal archetype.
You were helpful. Really. I didn't know if there was some underlying balance I wasn't seeing (I've just started really looking at the game) or if the mechanical penalties were actually supposed to be balanced by the thanks of the other players. Now I know. I disagree with the design decision, and it limits the classes I'll play in the game, but at least I know.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.