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Breadth vs Depth: Is D&D designed the wrong way around?
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<blockquote data-quote="AnotherGuy" data-source="post: 9051909" data-attributes="member: 7029930"><p>I feel there are many ways to skin this. There is no one right way.</p><p>[USER=6790260]@EzekielRaiden[/USER]'s idea seems to address the multiclassing issue quite well, far better than the feat option we have now.</p><p>[USER=23751]@Maxperson[/USER] is right in that we'd lose a vital section of the game for some of us.</p><p></p><p>But ultimately the concern is the power curve, that feels off (from a worldbuilding aspect). Similar to some other current threads at the moment at least two that I can think of, both of which deal with magic and their comparison to martial.</p><p></p><p>What D&D suffers from is not having enough in-built levers (from my view point). Too many of us, too many playstyles to cater for.</p><p></p><p>Cantrip options. Hit Point bloat. Spell cost. Maintaining Bounded Accuracy in a system with Expertise and Magic Item plusses. Food, Lighting, Travel, Natural Hazards can easily be overcome, Bag of Holding....etc</p><p></p><p>In the end, D&D has always been one for the Tinkerers.</p><p>I'm curious if the guys that play the independent games tinker with the rules with their games as much as the D&Ders. I seriously doubt they do.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9051909, member: 7029930"] I feel there are many ways to skin this. There is no one right way. [USER=6790260]@EzekielRaiden[/USER]'s idea seems to address the multiclassing issue quite well, far better than the feat option we have now. [USER=23751]@Maxperson[/USER] is right in that we'd lose a vital section of the game for some of us. But ultimately the concern is the power curve, that feels off (from a worldbuilding aspect). Similar to some other current threads at the moment at least two that I can think of, both of which deal with magic and their comparison to martial. What D&D suffers from is not having enough in-built levers (from my view point). Too many of us, too many playstyles to cater for. Cantrip options. Hit Point bloat. Spell cost. Maintaining Bounded Accuracy in a system with Expertise and Magic Item plusses. Food, Lighting, Travel, Natural Hazards can easily be overcome, Bag of Holding....etc In the end, D&D has always been one for the Tinkerers. I'm curious if the guys that play the independent games tinker with the rules with their games as much as the D&Ders. I seriously doubt they do. [/QUOTE]
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