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<blockquote data-quote="Captain Panda" data-source="post: 7559467" data-attributes="member: 6861845"><p>No, the reason the 'why' is important is because one needs to know what the end goal of the change is to comment on whether or not it accomplishes that. </p><p></p><p></p><p></p><p></p><p>Oh no, my true intentions revealed! </p><p></p><p></p><p></p><p>Glad you can read my mind and know what I'm thinking. </p><p></p><p>Though no, there are a lot of things in 5e that need design polish. The problem is that generally the designers of the game know how their system works better than someone doing homebrew; and their design has the benefit of extensive playtesting. That doesn't mean it's perfect, somehow the beast master ranger got through playtest, but it does mean that one should approach redesigns with caution or risk throwing the game's balance off wildly. </p><p></p><p>Removing something that is assumed in this edition, that casters have something functional to do with their turn even if they don't burn a resource, is a big change to make without having a solid design reason why. The design reason, the "why," is critical as to whether or not your solution is a good one. </p><p></p><p>Are casters too strong, and you think they need a nerf outside of their big resources? Do you feel cantrips in some way compete with martial characters and their damage output? Do you want cantrips to just feel super weak and spells to feel stronger generally? There are a lot of reasons one could dislike cantrips as they are, and each one would require a different assessment and a different approach. In order to know if a fix is appropriate, first one needs to know the problem. </p><p></p><p>You getting defensive when asked why shows you probably shouldn't be asking the general public things like this. </p><p></p><p></p><p></p><p>You're welcome, I suppose. It's still a totally relevant question if you are serious about wanting a critique of the homebrew. </p><p></p><p></p><p></p><p></p><p>Some groups play like that, some don't. This change would ensure that yours has no choice but to play like that. I think the most important question to ask yourself is: "Would my change be fun for the players in my group?" I don't think it would. I don't think most players would enjoy having their already piddling at-will damage functionally removed. </p><p></p><p></p><p></p><p>It might be possible you've characterized my view inaccurately in your unnecessarily defensive response. </p><p></p><p></p><p></p><p></p><p>It depends, but mostly this statement wrong. If you have a melee character who can hit reasonably hard (assuming something like sneak attack, sharpshooter, great weapon master is present), the advantage on a big hit is going to far, far outweigh a d8 of damage. At level 11 you are probably going to have a melee character who can hit harder than 1d8+5, and the increased chance to hit and/or crit on a big attack is going to dramatically outweigh throwing a d8 out. </p><p></p><p>Ignoring the question of "why" entirely, your homebrew is just a bad idea because while some groups have casters who go nova, run out of steam, and rest... your change would make that playstyle mandatory. Suggesting that it's mandatory right now, as you seemed to do earlier, is just not true.</p></blockquote><p></p>
[QUOTE="Captain Panda, post: 7559467, member: 6861845"] No, the reason the 'why' is important is because one needs to know what the end goal of the change is to comment on whether or not it accomplishes that. Oh no, my true intentions revealed! Glad you can read my mind and know what I'm thinking. Though no, there are a lot of things in 5e that need design polish. The problem is that generally the designers of the game know how their system works better than someone doing homebrew; and their design has the benefit of extensive playtesting. That doesn't mean it's perfect, somehow the beast master ranger got through playtest, but it does mean that one should approach redesigns with caution or risk throwing the game's balance off wildly. Removing something that is assumed in this edition, that casters have something functional to do with their turn even if they don't burn a resource, is a big change to make without having a solid design reason why. The design reason, the "why," is critical as to whether or not your solution is a good one. Are casters too strong, and you think they need a nerf outside of their big resources? Do you feel cantrips in some way compete with martial characters and their damage output? Do you want cantrips to just feel super weak and spells to feel stronger generally? There are a lot of reasons one could dislike cantrips as they are, and each one would require a different assessment and a different approach. In order to know if a fix is appropriate, first one needs to know the problem. You getting defensive when asked why shows you probably shouldn't be asking the general public things like this. You're welcome, I suppose. It's still a totally relevant question if you are serious about wanting a critique of the homebrew. Some groups play like that, some don't. This change would ensure that yours has no choice but to play like that. I think the most important question to ask yourself is: "Would my change be fun for the players in my group?" I don't think it would. I don't think most players would enjoy having their already piddling at-will damage functionally removed. It might be possible you've characterized my view inaccurately in your unnecessarily defensive response. It depends, but mostly this statement wrong. If you have a melee character who can hit reasonably hard (assuming something like sneak attack, sharpshooter, great weapon master is present), the advantage on a big hit is going to far, far outweigh a d8 of damage. At level 11 you are probably going to have a melee character who can hit harder than 1d8+5, and the increased chance to hit and/or crit on a big attack is going to dramatically outweigh throwing a d8 out. Ignoring the question of "why" entirely, your homebrew is just a bad idea because while some groups have casters who go nova, run out of steam, and rest... your change would make that playstyle mandatory. Suggesting that it's mandatory right now, as you seemed to do earlier, is just not true. [/QUOTE]
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