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3/4 Caster: Its Absence and Design Space in 5E
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<blockquote data-quote="EzekielRaiden" data-source="post: 8393887" data-attributes="member: 6790260"><p>I find the juxtaposition of these statements somewhat humorous.</p><p></p><p>The absence of real non-caster options is heavily driven by the fact that if you don't have magic, 5e doesn't have much design space for you to play in. And people heavily play the magic classes in part because having cool tools to use is popular, extremely so.</p><p></p><p>That is, there's a perfect mirror of the second sentence, but for non-casters: "If you want non-casters to be common, you need to more richly fill the design space of non-spell actions (but this is often unpopular with players.)"</p><p></p><p>People crapping on the Warlord and decrying how dumb and bad it is to have too many classes, among other popular (and vocal) stances, are directly responsible for generating the "oops, all casters" feel of 5e.</p><p></p><p></p><p>I still don't really see the point of this myself. It sounds like repeatedly reinventing the wheel purely to make similar things different. It'll also lead to even more page space dedicated to spell-like stuff, since now no two classes (except perhaps Wizard and Sorcerer) share any part of their lists. I'm with Undrave on this one, not that that should surprise anyone. If you go to this extent, you've effectively reinvented 4e powers but with the awkward imposition of radically-different scaling factor, making it much more difficult to balance casters even with one another, let alone with non-casters.</p><p></p><p>Plus, it's not like 5e didn't try something like this. Remember the playtest Sorcerer and Warlock? Super neat ideas. Sorcerer used spell points exclusively rather than spell slots, and physically changed (gaining various bonuses, mostly passives); the example, Dragon Sorcerer, slowly became a beefy meleeist. Warlock had all sorts of boons obtained through some kind of sacrifice or exchange; the example, Archfey, got various effects related to charm and beauty and such.</p><p></p><p>And then people apparently hated on them SO MUCH in just the first survey that WotC scrapped them both entirely and never even attempted to show new versions until after the public playtest ended.</p><p></p><p>Again, you're gonna be fighting an uphill popularity battle. People complain that things are too samey, and then complain that they're too different if you change them.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8393887, member: 6790260"] I find the juxtaposition of these statements somewhat humorous. The absence of real non-caster options is heavily driven by the fact that if you don't have magic, 5e doesn't have much design space for you to play in. And people heavily play the magic classes in part because having cool tools to use is popular, extremely so. That is, there's a perfect mirror of the second sentence, but for non-casters: "If you want non-casters to be common, you need to more richly fill the design space of non-spell actions (but this is often unpopular with players.)" People crapping on the Warlord and decrying how dumb and bad it is to have too many classes, among other popular (and vocal) stances, are directly responsible for generating the "oops, all casters" feel of 5e. I still don't really see the point of this myself. It sounds like repeatedly reinventing the wheel purely to make similar things different. It'll also lead to even more page space dedicated to spell-like stuff, since now no two classes (except perhaps Wizard and Sorcerer) share any part of their lists. I'm with Undrave on this one, not that that should surprise anyone. If you go to this extent, you've effectively reinvented 4e powers but with the awkward imposition of radically-different scaling factor, making it much more difficult to balance casters even with one another, let alone with non-casters. Plus, it's not like 5e didn't try something like this. Remember the playtest Sorcerer and Warlock? Super neat ideas. Sorcerer used spell points exclusively rather than spell slots, and physically changed (gaining various bonuses, mostly passives); the example, Dragon Sorcerer, slowly became a beefy meleeist. Warlock had all sorts of boons obtained through some kind of sacrifice or exchange; the example, Archfey, got various effects related to charm and beauty and such. And then people apparently hated on them SO MUCH in just the first survey that WotC scrapped them both entirely and never even attempted to show new versions until after the public playtest ended. Again, you're gonna be fighting an uphill popularity battle. People complain that things are too samey, and then complain that they're too different if you change them. [/QUOTE]
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3/4 Caster: Its Absence and Design Space in 5E
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