Tony Vargas
Legend
Arguably, the OG Thief Role was for the Exploration pillar.The combat roles have existed in D&D from the beginning
It would be really something if you could choose your Social, Exploration, and Combat Roles independently...
Arguably, the OG Thief Role was for the Exploration pillar.The combat roles have existed in D&D from the beginning
DM fiat and house rules are the single best tools for making the game fun. Like any good tool, it can be misused, but that's not the tool's fault.lol, yeah. It's DM Empowerment. I didn't realize I'd been missing it for the preceding 14 years until I switched out of playtest mode and started running 5e with premeditated intent to make it fun.![]()
Sure. If that's where you draw the line for yourself, that's okay. That's not where I draw the line, but we all draw it in different places.I suppose at the same point that D&D, itself, became arguably no longer D&D? When the classes balance, meaning even the martials aren't underpowered and even the wizard isn't OP, when magic items don't re-define the character who claims them, when magic just doesn't feel magical anymore.
This is wrong. Combat gets the most rules, because it's the most complicated. Social is the least complicated and needs very few rules. Exploration is in-between. All three pillars are equal, but the amount of ruled dedicated to them shouldn't be. It would make the game worse if they tried that.The pillars of play should have roughly equal mechanical weight. Combat has way too many dedicated rules. At most combat should be as involved as social interactions as detailed in the DMG.
All three pillars should have explicit roles you choose when making your character. Tank, DPS, and heals are not dirty words. Nor are face, scout, sage, or various others. Roles are great design that works well. The combat roles have existed in D&D from the beginning. That’s where CRPGs got the idea. Just making roles explicit would go a long way to improve game play and show obviously lacking design space.
That's what I was meaning, but apparently didn't outright say.Arguably, the OG Thief Role was for the Exploration pillar.
It would be really something if you could choose your Social, Exploration, and Combat Roles independently...
The pillars of play should have roughly equal mechanical weight. Combat has way too many dedicated rules. At most combat should be as involved as social interactions as detailed in the DMG
All three pillars should have explicit roles you choose when making your character. Tank, DPS, and heals are not dirty words. Nor are face, scout, sage, or various others. Roles are great design that works well. The combat roles have existed in D&D from the beginning. That’s where CRPGs got the idea. Just making roles explicit would go a long way to improve game play and show obviously lacking design space
Interestingly enough, this was kinda how a short-lived MMORPG called Wildstar worked. Players would pick a class, but then they would pick a second specialty additionally focused on either Exploration, Lore, Combat, or Social/Housing.Arguably, the OG Thief Role was for the Exploration pillar.
It would be really something if you could choose your Social, Exploration, and Combat Roles independently...
I don't see why a physical difference - longevity - demands a mechanical expression. It may just be part of the character's description.With Galadriel, I am not the biggest Tolkien fan so people will have to forgive me if I get anything wrong, but their longevity seemed to be a hugely important physical difference between elves and characters of other races.
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The point is, if you are going to have races in the setting, and they are clearly not meant to be human, it makes sense that they should have mechanical differences. Those don't have to be stat bonuses or infra vision, like I said. I like those things, but there are plenty of ways to do this so that the physical differences have some kind of expression in the game that matters.
Trade-offs in choosing race/ancestry are a purely metagame thing. It's weird if that metagame is supposed to be part of the in-fiction nature or "feel" of those different sorts of peoples.being different from the baseline in that particular way (bonus to Dex) helped define the set of characteristics that makes elves elves in D&D. And removing it loses some of that distinction, including the trade-offs in choosing one ancestry over another.
Wildstar was great, so much flavor. I loved the spellslinger or whatever it was called, and I hate playing magic users.Interestingly enough, this was kinda how a short-lived MMORPG called Wildstar worked. Players would pick a class, but then they would pick a second specialty additionally focused on either Exploration, Lore, Combat, or Social/Housing.
With D&D, especially if WotC wants to make everyone decent at combat, then I would consider having players select their non-combat specialty. The issue of course is Wizards (and other casters). As the Wizard niche shows, there many who earnestly believe that the Wizard should be good at everything and at all pillars and at all times.
It's a shame that it's no longer available to play, even as free to play. I don't think that the "hardcore" focus on end game was really my thing, but the general leveling and aesthetic of the game would still be appealing to me and likely my partner.Wildstar was great, so much flavor. I loved the spellslinger or whatever it was called, and I hate playing magic users.
Longevity doesn't necessarily require a mechanical expression, except for something like the age chart. But that still matters mechanically because if you say get aged by a ghost or something, then the longevity comes into play in a potentially significant wayI don't see why a physical difference - longevity - demands a mechanical expression. It may just be part of the character's description.
Trade-offs in choosing race/ancestry are a purely metagame thing. It's weird if that metagame is supposed to be part of the in-fiction nature or "feel" of those different sorts of peoples.