Blackwarder
Adventurer
Mike goes over class complexity in this week's article. Come take a look and provide us with your feedback on this topic.
Follow the link for the article.
Warder
Follow the link for the article.
Warder
Thanks @Backwarder.
Probably the most telling sentences in the article:
In contrast to the simple warrior, the gladiator offers a number of tactical options each round. If you like managing special abilities on a round-by-round basis, the gladiator is the fighter path for you.
Getting this part of the design right has been a major element of our work for the past year. It took several drafts and a lot of feedback, but I feel confident that we're hitting the mark.
So the design philosophy on handling the concept of base vs. custom is seemingly locked (at least basic to standard). If the fighter complexity issue has been solved, its time to turn to other core classes and simplify them, specifically the arcane caster.
If not, then only fighters will hold true to the below, just like they did in 1e and 2e...
One of the big issues that plagued D&D in the past was that running a long campaign holds a lot of appeal, but the rules inevitably pushed players to endure more and more complexity. That's good for some players, but not all players. Ideally, our design holds that at bay and makes it easier to keep gaming into double digit levels.
Mearls said:One of the big issues that plagued D&D in the past was that running a long campaign holds a lot of appeal, but the rules inevitably pushed players to endure more and more complexity. That's good for some players, but not all players. Ideally, our design holds that at bay and makes it easier to keep gaming into double digit levels.
I appreciate that they've shown a draft of a simple character vs. a complex character. The simple character is fairly on target, though I would tweak the details a little, for a start make each ability passively boost an aspect of the Fighter rather than having so many things that affect your critical hits. The complex character? Awful. The options are not that interesting or powerful, and their implementation is so fiddly that complexity comes from bad rules rather than tactical options.
Yeah, as someone who generally likes more complex and flexible options, I'm not finding much to enjoy in the Gladiator. The maneuvers aren't particularly inspiring, and they use their own weird little mechanic for no apparent reason. Why isn't the opponent making saves against these attacks, rather than comparing ability modifiers?
I also don't get how a player who doesn't like complexity, but feels inspired by a recent viewing of Spartacus (or whatever) plays a simple gladiator. Can we get some scaling within the subclasses?