Tony Vargas
Legend
Wouldn't hurt to learn from their mistakes, tho.So we don't need to worry about what a present or past version of any game is like in order to have this design discussion
Wouldn't hurt to learn from their mistakes, tho.So we don't need to worry about what a present or past version of any game is like in order to have this design discussion
The counterpoint to this in theory would be that the party does not always have control over how long their day is, and therefore a mixture of long-day classes and short-day classes is desirable as a sort of diversified portfolio.* back on Gleemax, there was a school of thought that, if you played a fighter you'd "want" longer days, so you could shine, so there should be a built in check against the casters' impulse to the 5MWD. Among many other reasons that didn't manifest was that the point of /decisions/ in a cooperative game is to maximize the performance of the group, not minimize the performance of one member so another can finally make a non-trivial contribution. The fighter's best play, back then, was to be down with resting every chance the party got - and, the players best option was to /not play a fighter/ because other classes could contribute daily resources that were more important to the party's success than anything it had to offer.
Wouldn't hurt to learn from their mistakes, tho.
Not /always/, but it's still rather absurdist for the fighter to be expected to insist they press on in the hopes of exhausting the casters' spells so he can finally feel like he's contributing something.The counterpoint to this in theory would be that the party does not always have control over how long their day is
Lol. Caster classes were hella broken in 3.x, indeed. But (as in 5e) give it a long enough day and enough rounds of casters plinking with crossbows (or even more rounds of them plinking with cantrips) and the fighter /will/ catch up...This point is of course strictly theoretical in the case of the 3E fighter, which underperformed at any day length.
Well, that'd suck, sure.Worry in this case meaning “tie ourselves in knots over establishment, status quo, tradition, past design, market dynamics to the point that analysis is halted and design conversation is stifled.”
Portent My Analysis
Flexibility some times to aid allies and harm enemies (nice)
Affects more types of rolls this is also flexibility (saving throws ) (nice)
Unpredictability : you don't know til you roll (ok)
Infrequent only twice daily or thrice when entering epic
Can include mediocre rolls well I suppose that is better than risking a bad roll
Can be wasted while you get it on exactly the thing you want you do not know if you need it.
Did I miss anything?
@Tony Vargas
Well, as you know (I think?), I have a ridiculous amount of that level and beyond play in all of BECMI/RC, AD&D, and 3.x. The bulk of my 5e GMing (about 24 hours) is of lvl 14 and beyond.
I’ve never, not once, seen a Fighter be a consequential asset (forget parity with spellcasters) in noncombat resolution at those levels.
The only D&D (and derivative) games I’ve run at endgame tier play where a Fighter is both a consequential asset to noncombat resolution and at relative parity with spellcasters is 4e, Dungeon World, 13th Age, Cortex+ Fantasy Heroic, and Strike(!). Beyond the Wall and Torchbearer doesn’t get to that tier and I’ve only run a little of Shadows of the Demon Lord.
i cant provide a decent analysis... for DW ... will have to do more analysis of the game itself. Especially with who is fans of the game. Basically if you have to decide to apply the roll without knowing if the roll succeeded in a sense it is wasted ... it might have been better to save it. There are abilities that let you know the roll you are aiding before you spend the resource. Like a bards inspiration die if I recall.This looks good except I need clarification on the last component.
Can you clarify what yo mean by "wasted" here with a play example?
Also, did you see my instantiation of this for Dungeon World?
My point is that this is a bit of a strawman argument. Not necessarily in the sense that nobody has ever honestly argued it, because this is the internet and I'm sure somebody has, but in the sense that it's the weakest and most ridiculous version of an argument that can hold some water.Not /always/, but it's still rather absurdist for the fighter to be expected to insist they press on in the hopes of exhausting the casters' spells so he can finally feel like he's contributing something.
It's not so much the matter of the DM applying just the right pressure every day as it is them applying different amounts and diverse varieties of pressure from day to day. As long as the party doesn't know whether they're going to be facing one encounter tomorrow or ten, then keeping around a fighter or other long-day character is a good investment.Not much less absurd is expecting the DM to always apply just the right weight of time pressure to meet some theoretical balance-point.