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General Tabletop Discussion
*Dungeons & Dragons
Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="FrogReaver" data-source="post: 7825793" data-attributes="member: 6795602"><p>I'm not sure you can have awesome at-will abilities. The moment you put one in then everything at-will that's not as awesome as it is instantly relegated as not worth using. Thus, at-will abilities cannot be awesome. </p><p></p><p>That said, there can be highly situational abilities that are resource free that can be much more awesome than the normal at-will abilities. I don't think such abilities are enough to fix anything.</p><p></p><p>As for caster's rationing spells - that can work. See the warlock for an example. It's just you must really limit the number </p><p></p><p></p><p></p><p>Yes but there is one method of doing that which works and one that doesn't. Pure at-will fighters doing more damage than casters do with any spell just relegates casters to either a support or non-combat class. I don't find that a good way to design a game. Instead martial and caster classes both need resources they can spend to do more than they can do at will.</p><p></p><p></p><p></p><p>You listed an example where casters were better at everything except single target damage and could spend spells to keep up with single target damage. If you are championing that kind of design as a path forward then you're way out in left field. That kind of design has already been tried and found lacking.</p><p></p><p></p><p></p><p>Abilities to set up attacks worth rather poorly in theatre of the mind and even on a grid it takes to many statuses or conditions to appropriately track. It just doesn't work well.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7825793, member: 6795602"] I'm not sure you can have awesome at-will abilities. The moment you put one in then everything at-will that's not as awesome as it is instantly relegated as not worth using. Thus, at-will abilities cannot be awesome. That said, there can be highly situational abilities that are resource free that can be much more awesome than the normal at-will abilities. I don't think such abilities are enough to fix anything. As for caster's rationing spells - that can work. See the warlock for an example. It's just you must really limit the number Yes but there is one method of doing that which works and one that doesn't. Pure at-will fighters doing more damage than casters do with any spell just relegates casters to either a support or non-combat class. I don't find that a good way to design a game. Instead martial and caster classes both need resources they can spend to do more than they can do at will. You listed an example where casters were better at everything except single target damage and could spend spells to keep up with single target damage. If you are championing that kind of design as a path forward then you're way out in left field. That kind of design has already been tried and found lacking. Abilities to set up attacks worth rather poorly in theatre of the mind and even on a grid it takes to many statuses or conditions to appropriately track. It just doesn't work well. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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