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*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
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<blockquote data-quote="loverdrive" data-source="post: 9755788" data-attributes="member: 7027139"><p>As a designer, I don't see a problem in splashing.</p><p></p><p>Sorcadin is fun! Coffeelock is kind of neat, but whatever. I haven't played Lockadin (and am not sure how it works? Doesn't warlock already have access to smites? I must be missing something) but I imagine it's pretty fun too.</p><p></p><p>Sure, they are strong, arguably busted, but at least Sorcadin is, at least, <em>interesting</em>. Both sorcerer and paladin as singleclasses are less rich in depth than sorcadin is: she has to constantly evaluate two largely orthogonal options that solve different problems — is raw damage of smites better than utility of spells? The answer is constantly changing depending on what's going on.</p><p></p><p>Paladin mostly spends her spell slots on smites, sorcerer mostly spends her spells slots on, well, spells. The only reason <em>not</em> to throw smites (or fireballs) every turn is that you might want to save them for later. Such resource management might be interesting, but paired with a test of valuation skill it becomes deeper.</p><p></p><p></p><p>Maybe I'm wrong, but I imagine multiclass stat requirements just kill Paladin/Druids or Paladin/Wizards. I don't remember how the actual mechanic works (I think there are just number requirements? Like 15 CHA, 15 STR to multiclass to paladin?), but I'm sure it's just more feasible to combine two classes that share the primary stat. Having high INT to qualify for multiclassing from/into wizard and high STR and CHA to qualify for paladin is unlikely.</p><p></p><p>I don't see why a very high-stated character going Pal/Wiz would be weak. Especially since wizard is the only one who has access to many utility spells (which of higher priority — damage is handled by smites/fireballs) it must be perfectly workable. Necromancer/Paladin (Hell yeah! Death knight!) especially sounds like an amazing time.</p><p></p><p>Overall, I think there should be more of that, not less — elevate all other cool combinations instead of removing/nerfing sorcadins.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9755788, member: 7027139"] As a designer, I don't see a problem in splashing. Sorcadin is fun! Coffeelock is kind of neat, but whatever. I haven't played Lockadin (and am not sure how it works? Doesn't warlock already have access to smites? I must be missing something) but I imagine it's pretty fun too. Sure, they are strong, arguably busted, but at least Sorcadin is, at least, [I]interesting[/I]. Both sorcerer and paladin as singleclasses are less rich in depth than sorcadin is: she has to constantly evaluate two largely orthogonal options that solve different problems — is raw damage of smites better than utility of spells? The answer is constantly changing depending on what's going on. Paladin mostly spends her spell slots on smites, sorcerer mostly spends her spells slots on, well, spells. The only reason [I]not[/I] to throw smites (or fireballs) every turn is that you might want to save them for later. Such resource management might be interesting, but paired with a test of valuation skill it becomes deeper. Maybe I'm wrong, but I imagine multiclass stat requirements just kill Paladin/Druids or Paladin/Wizards. I don't remember how the actual mechanic works (I think there are just number requirements? Like 15 CHA, 15 STR to multiclass to paladin?), but I'm sure it's just more feasible to combine two classes that share the primary stat. Having high INT to qualify for multiclassing from/into wizard and high STR and CHA to qualify for paladin is unlikely. I don't see why a very high-stated character going Pal/Wiz would be weak. Especially since wizard is the only one who has access to many utility spells (which of higher priority — damage is handled by smites/fireballs) it must be perfectly workable. Necromancer/Paladin (Hell yeah! Death knight!) especially sounds like an amazing time. Overall, I think there should be more of that, not less — elevate all other cool combinations instead of removing/nerfing sorcadins. [/QUOTE]
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