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<blockquote data-quote="Tony Vargas" data-source="post: 6873759" data-attributes="member: 996"><p>Yeah, I guess they don't come off that too much that way. It's just that 5e really is very DM-oriented, so a lot of 'system issues' really are operator (DM) issues. I tried to explain some of the rationale before I got to the dismissive part, though, FWIW.</p><p></p><p>Off like "non-contributing?" Or off like "not exactly like I remember?" 4e can't really take credit for it, either. The 3.5 Warlock, War-Mage, and Reserve Feats got there first. Yes, that is exactly the intention of having such a long day. Casters don't just have to 'pay' for the sheer power of their daily spell resources, but for their tremendous versatility, as well. And, the currency they pay in is the gap between their effectiveness when using a Cantrip and the ordinary round-to-round effectiveness of the few non-casters in the game. That gap isn't huge, so casters have to be resource-pressured into using more than a few rounds of cantrips a day to even come close to theoretically balancing. The 5e spell progression is a compromise between that necessity (which really calls for casters getting only a few slots/day, but higher level slots, all of them) and the more traditional progressions.</p><p></p><p>4e & Essentials, fewer daily spell slots at all levels - 1 at 1st, up to 4 at 20th. Far less flexibility in what you could do with those slots, too. But, they had at-wills for backup a comparable number of encounter slots, as well as rituals, and you traded out lower-level slots for higher-level ones over time. </p><p></p><p></p><p>On the bright side, for you, it seems to be the case (based on anecdotes and unscientific polls here, for instance) that few campaigns really gravitate towards the 6-8 encounter day, and even the 5MWD (1-encounter) is alive and well, that should leave casters' slots more than adequate to meet your expectations in those campaigns.</p><p></p><p>Not abuse so much, but bloat and confusion/annoyance, certainly. The power combos that existed in 4e really didn't hold a candle to those in 3e, nor even what you can do with the relatively few 'broken' feats in 5e. But 4e is a perfect example of how much 'chaff' you can build up with a bloated feet list. 'Chaff' as opposed to 'traps.' Trap feats look good but penalize you relative to what you could pick out with sufficient system mastery, chaff is just obviously crap, it takes up space but no one really gets sucked in by it.</p><p></p><p>It was a workable - maybe not quite 'elegant,' but not exactly 'clumsy' either - way of making them optional, without making them too disruptive to encounter balance when turned on.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6873759, member: 996"] Yeah, I guess they don't come off that too much that way. It's just that 5e really is very DM-oriented, so a lot of 'system issues' really are operator (DM) issues. I tried to explain some of the rationale before I got to the dismissive part, though, FWIW. Off like "non-contributing?" Or off like "not exactly like I remember?" 4e can't really take credit for it, either. The 3.5 Warlock, War-Mage, and Reserve Feats got there first. Yes, that is exactly the intention of having such a long day. Casters don't just have to 'pay' for the sheer power of their daily spell resources, but for their tremendous versatility, as well. And, the currency they pay in is the gap between their effectiveness when using a Cantrip and the ordinary round-to-round effectiveness of the few non-casters in the game. That gap isn't huge, so casters have to be resource-pressured into using more than a few rounds of cantrips a day to even come close to theoretically balancing. The 5e spell progression is a compromise between that necessity (which really calls for casters getting only a few slots/day, but higher level slots, all of them) and the more traditional progressions. 4e & Essentials, fewer daily spell slots at all levels - 1 at 1st, up to 4 at 20th. Far less flexibility in what you could do with those slots, too. But, they had at-wills for backup a comparable number of encounter slots, as well as rituals, and you traded out lower-level slots for higher-level ones over time. On the bright side, for you, it seems to be the case (based on anecdotes and unscientific polls here, for instance) that few campaigns really gravitate towards the 6-8 encounter day, and even the 5MWD (1-encounter) is alive and well, that should leave casters' slots more than adequate to meet your expectations in those campaigns. Not abuse so much, but bloat and confusion/annoyance, certainly. The power combos that existed in 4e really didn't hold a candle to those in 3e, nor even what you can do with the relatively few 'broken' feats in 5e. But 4e is a perfect example of how much 'chaff' you can build up with a bloated feet list. 'Chaff' as opposed to 'traps.' Trap feats look good but penalize you relative to what you could pick out with sufficient system mastery, chaff is just obviously crap, it takes up space but no one really gets sucked in by it. It was a workable - maybe not quite 'elegant,' but not exactly 'clumsy' either - way of making them optional, without making them too disruptive to encounter balance when turned on. [/QUOTE]
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