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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class per pillar of play?
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<blockquote data-quote="maceochaid" data-source="post: 8085223" data-attributes="member: 6789608"><p>I think a major issue with incorporating the other pillars of play is that resources are almost solely combat focused. The major resources in D&D have always been Hitpoints and Spell Slots, and the later could be used for interaction/exploration, it is frequently commented on that it is hard to make meaningful choices with i/e pillars and much easier to make meaningful choices with combat spells. Later editions have layered on rest dependant abilities, action economy, and then some class-specific resources (ki, metamagic, and channel divinities for example). But meaningful balance comes down to managing these resources, and these resources are almost ALWAYS combat focused.</p><p></p><p>I have played with the idea that i/e pillars are connected to your background rather than class, but fundamentally I think they need to specifically be tied to a resource system that has not been invented yet. Otherwise, it is just collaborative storytelling and up to the DM to decide who or what is good at navigating an environment or a social situation (which might BE the best system, but one that it is a fool's errand to try and balance against combat damage).</p><p></p><p>This may or may not be beyond the scope around the playtest. But I think it is important when thinking about damage vs i/e play to see what this looks like. I've been theory crafting something that would not be 5e compatible, but I moved inspiration to an interaction resource and exhaustion to an exploration resource. Bards and Clerics have more inspiration resources, while Rangers and Druids have high exhaustion resources. However it's a tricky issue, I don't think i/e should look exactly like combat. It would flatten the game for the Ranger the Dm to hit the Rangers "Explore" score with a "hard to find the path" and deal "2d6 damage" to their Exhaustion Points. So the question is how do you create a new system of resource expenditure.</p><p></p><p>All of this is to say we either silo off resource management (and balance) into combat, or we need a resource management system for the other 2 pillars.</p></blockquote><p></p>
[QUOTE="maceochaid, post: 8085223, member: 6789608"] I think a major issue with incorporating the other pillars of play is that resources are almost solely combat focused. The major resources in D&D have always been Hitpoints and Spell Slots, and the later could be used for interaction/exploration, it is frequently commented on that it is hard to make meaningful choices with i/e pillars and much easier to make meaningful choices with combat spells. Later editions have layered on rest dependant abilities, action economy, and then some class-specific resources (ki, metamagic, and channel divinities for example). But meaningful balance comes down to managing these resources, and these resources are almost ALWAYS combat focused. I have played with the idea that i/e pillars are connected to your background rather than class, but fundamentally I think they need to specifically be tied to a resource system that has not been invented yet. Otherwise, it is just collaborative storytelling and up to the DM to decide who or what is good at navigating an environment or a social situation (which might BE the best system, but one that it is a fool's errand to try and balance against combat damage). This may or may not be beyond the scope around the playtest. But I think it is important when thinking about damage vs i/e play to see what this looks like. I've been theory crafting something that would not be 5e compatible, but I moved inspiration to an interaction resource and exhaustion to an exploration resource. Bards and Clerics have more inspiration resources, while Rangers and Druids have high exhaustion resources. However it's a tricky issue, I don't think i/e should look exactly like combat. It would flatten the game for the Ranger the Dm to hit the Rangers "Explore" score with a "hard to find the path" and deal "2d6 damage" to their Exhaustion Points. So the question is how do you create a new system of resource expenditure. All of this is to say we either silo off resource management (and balance) into combat, or we need a resource management system for the other 2 pillars. [/QUOTE]
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Class per pillar of play?
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