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*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9779368" data-attributes="member: 710"><p>You get another "samenyness" thing then - it is almost inevitable that a few powers are so good that you end up spamming them in favor of others. That was a problem with the D&D 3E Fighters and abilities like Improved Trip - you end up doing that on your weakest attack because it didn't care about your BAB, IIRC, and it was a powerful tool, especially whens tanding up from prone provoked an AoO (was that 3.0 or 3.5?) and cost the enemy its full round action - and being prone granted a hefty bonus to attacks against you. Now, obviously some of this is simply a loophole (ignoring BAB), but overall the same issue can arise very often.</p><p></p><p>Of course you might argue "just balance powers better" but the neat thing is that it just doesn't hit as hard. On the plus side, being able to "spam" your best power also might encourage to take a few powers that are situationally very useful but not important most of the time. (Say, an ability thats mostly useful for dealing with flying enemies - most encounters don't feature them, but it's a real moment to shine when they appear and you suddenly throw a spear at them to knock them on the ground.)</p><p></p><p>But I think there are compromises there, too, for example - like the first time you use an encounter power, it's easier or cheaper, the enemy is still unprepared for your tricks. Later attempts are harder or more expensive, because the enemy is now trying to avoid it.</p><p></p><p>--- </p><p></p><p>Regarding Roles</p><p></p><p>I like them, they give good guidance to making a character actually serve a purpose and not just a set of random seeming abilities.</p><p>However, personally I am a favor of allowing a class to fulfill different roles, by some sort of subclass mechanism. </p><p></p><p>For my "Arcane Evolved" fantasy heartbreaker, Magisters for example can be Sophists (Strikers), Arbiters (Controllers) and Instructors (Leaders), Warmains can be Caretakers (Defenders), Overseers (Leaders) and Avengers (Strikers) The specialization gives these classes role-specific abilities and powers will have role-dependent riders.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9779368, member: 710"] You get another "samenyness" thing then - it is almost inevitable that a few powers are so good that you end up spamming them in favor of others. That was a problem with the D&D 3E Fighters and abilities like Improved Trip - you end up doing that on your weakest attack because it didn't care about your BAB, IIRC, and it was a powerful tool, especially whens tanding up from prone provoked an AoO (was that 3.0 or 3.5?) and cost the enemy its full round action - and being prone granted a hefty bonus to attacks against you. Now, obviously some of this is simply a loophole (ignoring BAB), but overall the same issue can arise very often. Of course you might argue "just balance powers better" but the neat thing is that it just doesn't hit as hard. On the plus side, being able to "spam" your best power also might encourage to take a few powers that are situationally very useful but not important most of the time. (Say, an ability thats mostly useful for dealing with flying enemies - most encounters don't feature them, but it's a real moment to shine when they appear and you suddenly throw a spear at them to knock them on the ground.) But I think there are compromises there, too, for example - like the first time you use an encounter power, it's easier or cheaper, the enemy is still unprepared for your tricks. Later attempts are harder or more expensive, because the enemy is now trying to avoid it. --- Regarding Roles I like them, they give good guidance to making a character actually serve a purpose and not just a set of random seeming abilities. However, personally I am a favor of allowing a class to fulfill different roles, by some sort of subclass mechanism. For my "Arcane Evolved" fantasy heartbreaker, Magisters for example can be Sophists (Strikers), Arbiters (Controllers) and Instructors (Leaders), Warmains can be Caretakers (Defenders), Overseers (Leaders) and Avengers (Strikers) The specialization gives these classes role-specific abilities and powers will have role-dependent riders. [/QUOTE]
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