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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="Fralex" data-source="post: 6463169" data-attributes="member: 6785902"><p>This isn't anything more than my own preference, but I personally don't <em>want</em> the class lines between the core classes to blur. If all the classes had a mechanic similar to spellcasting, then choosing a class with that mechanic would feel less meaningful. I had a fun time playing 4th edition but I have to admit it started to get me down after a while because there was so little variety between the different classes' resource management mechanics. You'd think they'd still feel different since each class used its powers to do different things, but somehow it just didn't feel like enough to me. No matter what the special abilities of my particular class's powers were, I was always thinking about their usage the same basic way. For me at least, it's important that each class require you to think about its features differently, and that includes each one having unique ways of managing its resources. This is something I think 5e did a good job with, moreso than both 4th and 3rd.</p><p></p><p>Barbarians have a single, powerful buff they can turn on and off a limited number of times. While it's on, a series of smaller decisions arise about how to make it last by putting yourself in situations where you can keep attacking things, or at least keep getting hurt. As they level up, they can choose extra features that trigger while it's active.</p><p>Wizards gradually acquire a large list of abilities, then decide each day which ones to make usable, and throughout the day decide which abilites to spend resources on to activate.</p><p>Warlocks acquire a smaller list of abilities they can spend resources on activating throughout the day, but replenish their resources several times in one day. They also have a unique list of features they can add to their class as they progress, the list containing a mix of high resource cost, low resource cost, and no resource cost.</p><p>Fighters start out with one basic ability that can be used any number of times in a variety of slightly different ways. They choose features that improve that ability in specific ways to make it better-suited to certain situations.</p><p></p><p>We could give each class options that give it the resource management mechanics of the other classes, but then your decision of what class to play no longer cares about how each class requires you to think about its resources. I think for some people, maybe the ones who are more into role-playing, it's actually more enjoyable to have <em>less</em> freedom in this area, as each class requires a different mindset and trying to get into that mindset is a fun challenge. And if a class had an option that gave it a mechanic similar to another class, I'd want to see its own unique take on that mechanic beyond just having the abilities it enables do different things. In this regard I think the Battlemaster fighter does a good job of working a little like a spellcaster, but encouraging a different approach.</p><p></p><p>So that's just how I view all this. Maybe as time goes by more options will become available for the classes and you'll be able to find something like what you want? This is still a really new version of the game, after all.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6463169, member: 6785902"] This isn't anything more than my own preference, but I personally don't [I]want[/I] the class lines between the core classes to blur. If all the classes had a mechanic similar to spellcasting, then choosing a class with that mechanic would feel less meaningful. I had a fun time playing 4th edition but I have to admit it started to get me down after a while because there was so little variety between the different classes' resource management mechanics. You'd think they'd still feel different since each class used its powers to do different things, but somehow it just didn't feel like enough to me. No matter what the special abilities of my particular class's powers were, I was always thinking about their usage the same basic way. For me at least, it's important that each class require you to think about its features differently, and that includes each one having unique ways of managing its resources. This is something I think 5e did a good job with, moreso than both 4th and 3rd. Barbarians have a single, powerful buff they can turn on and off a limited number of times. While it's on, a series of smaller decisions arise about how to make it last by putting yourself in situations where you can keep attacking things, or at least keep getting hurt. As they level up, they can choose extra features that trigger while it's active. Wizards gradually acquire a large list of abilities, then decide each day which ones to make usable, and throughout the day decide which abilites to spend resources on to activate. Warlocks acquire a smaller list of abilities they can spend resources on activating throughout the day, but replenish their resources several times in one day. They also have a unique list of features they can add to their class as they progress, the list containing a mix of high resource cost, low resource cost, and no resource cost. Fighters start out with one basic ability that can be used any number of times in a variety of slightly different ways. They choose features that improve that ability in specific ways to make it better-suited to certain situations. We could give each class options that give it the resource management mechanics of the other classes, but then your decision of what class to play no longer cares about how each class requires you to think about its resources. I think for some people, maybe the ones who are more into role-playing, it's actually more enjoyable to have [I]less[/I] freedom in this area, as each class requires a different mindset and trying to get into that mindset is a fun challenge. And if a class had an option that gave it a mechanic similar to another class, I'd want to see its own unique take on that mechanic beyond just having the abilities it enables do different things. In this regard I think the Battlemaster fighter does a good job of working a little like a spellcaster, but encouraging a different approach. So that's just how I view all this. Maybe as time goes by more options will become available for the classes and you'll be able to find something like what you want? This is still a really new version of the game, after all. [/QUOTE]
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