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General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="FrogReaver" data-source="post: 9776838" data-attributes="member: 6795602"><p>I think balance and pacing and inextricably linked. </p><p></p><p></p><p></p><p>I disagree. The same floor level can be set with or without per encounter abilities. They typically are more interesting from a game perspective but they don’t really change balance/pacing. </p><p></p><p>What your proposal actually does (assuming each daily is mostly equal in power) is remove or greatly reduce the ceiling by giving you enough daily power slots to fill every adventuring day but limit an encounter to one daily only, which does affect balance/pacing compared to not doing that. But the important note is that this is solely because of the daily power structure you’ve proposed and nothing to do with the per encounter power structure. </p><p></p><p>As an example if one layered per encounter powers on top of 5e spell casting, you’d still find the same problems with balance/pacing. </p><p></p><p></p><p></p><p>That’s been a popular proposal in some variation or another, but it just gives the paladin more overall resources for an encounter because you’re not taking his spell slots away. Sorcadins in particular can still convert those slots to bonus action booming blades, hastes, shields, etc. </p><p></p><p>I think in practice 2024 solved the Paladin smite issue. Increased base damage from damage feats and weapon masteries and better accuracy boosting channel divinities means not having smite isn’t nearly as big a deal. </p><p></p><p>Making smite limited to once per turn by making it a bonus action slowed the potential usage rate by 1/2 to 1/3 and can lead to smite competing with other abilities. By level 5 a Paladin should be able to mostly smite for 2 encounters if desired. By level 9 that’s more like 3.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9776838, member: 6795602"] I think balance and pacing and inextricably linked. I disagree. The same floor level can be set with or without per encounter abilities. They typically are more interesting from a game perspective but they don’t really change balance/pacing. What your proposal actually does (assuming each daily is mostly equal in power) is remove or greatly reduce the ceiling by giving you enough daily power slots to fill every adventuring day but limit an encounter to one daily only, which does affect balance/pacing compared to not doing that. But the important note is that this is solely because of the daily power structure you’ve proposed and nothing to do with the per encounter power structure. As an example if one layered per encounter powers on top of 5e spell casting, you’d still find the same problems with balance/pacing. That’s been a popular proposal in some variation or another, but it just gives the paladin more overall resources for an encounter because you’re not taking his spell slots away. Sorcadins in particular can still convert those slots to bonus action booming blades, hastes, shields, etc. I think in practice 2024 solved the Paladin smite issue. Increased base damage from damage feats and weapon masteries and better accuracy boosting channel divinities means not having smite isn’t nearly as big a deal. Making smite limited to once per turn by making it a bonus action slowed the potential usage rate by 1/2 to 1/3 and can lead to smite competing with other abilities. By level 5 a Paladin should be able to mostly smite for 2 encounters if desired. By level 9 that’s more like 3. [/QUOTE]
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5e System Redesign through New Classes and Setting. A Thought Experiment.
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