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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Tony Vargas" data-source="post: 7028176" data-attributes="member: 996"><p>Arcane casters include Bards (support, skill expertise), wizards, sorcerers, warlock (sustained DPR), and, for that matter EK & AT. Even without the last two (which can probably be excluded on the grounds they're defacto multiclass), that could be a pretty diverse set of capabilities...</p><p></p><p> I quite like leaving out magic items all but entirely in 5e, but it's very nearly a new thing, and only applies to items. 3.5, at some point, (I think, I haven't been able to find the source, someone who remembers 3.5 better than I can chime in, perhaps) introduced 'inherent bonuses' which tracked the expected magical bonuses the game expected from wealth/level, 4e retained that option (and also had more power/versatility concentrated in class relative to items in the first place), so they could both run relatively low magic in theory (no magic remained out of the question for 3.x which required it for healing and the like, 4e did no-magic - or even all-martial pretty in an otherwise normal setting - seamlessly thanks to the presence of the Warlord). But neither /assumed/ no items, they could just be adapted to it. 5e was at least purported to be designed w/o considering items, in the playtest communications. I'm not sure it entirely came through on that - but it can't really handle a no-magic setting & party, HD and other non-magical healing resources help out of combat, but it's not enough). </p><p>As to the classic game, it assumed magic, it assumed the Cleric for healing and wizard for spells and so forth in the classic 'niche protection' scheme, obviously, and it assumed items to keep the non-caster viable at higher levels - at least, Gygax came right out and said that it did in the DMG when discussing the magic items tables, FWTW.</p><p></p><p>So gunning for no assumed items was actually kinda a new thing with 5e. Not a huge thing, not entirely new, but a thing.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7028176, member: 996"] Arcane casters include Bards (support, skill expertise), wizards, sorcerers, warlock (sustained DPR), and, for that matter EK & AT. Even without the last two (which can probably be excluded on the grounds they're defacto multiclass), that could be a pretty diverse set of capabilities... I quite like leaving out magic items all but entirely in 5e, but it's very nearly a new thing, and only applies to items. 3.5, at some point, (I think, I haven't been able to find the source, someone who remembers 3.5 better than I can chime in, perhaps) introduced 'inherent bonuses' which tracked the expected magical bonuses the game expected from wealth/level, 4e retained that option (and also had more power/versatility concentrated in class relative to items in the first place), so they could both run relatively low magic in theory (no magic remained out of the question for 3.x which required it for healing and the like, 4e did no-magic - or even all-martial pretty in an otherwise normal setting - seamlessly thanks to the presence of the Warlord). But neither /assumed/ no items, they could just be adapted to it. 5e was at least purported to be designed w/o considering items, in the playtest communications. I'm not sure it entirely came through on that - but it can't really handle a no-magic setting & party, HD and other non-magical healing resources help out of combat, but it's not enough). As to the classic game, it assumed magic, it assumed the Cleric for healing and wizard for spells and so forth in the classic 'niche protection' scheme, obviously, and it assumed items to keep the non-caster viable at higher levels - at least, Gygax came right out and said that it did in the DMG when discussing the magic items tables, FWTW. So gunning for no assumed items was actually kinda a new thing with 5e. Not a huge thing, not entirely new, but a thing. [/QUOTE]
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