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<blockquote data-quote="EzekielRaiden" data-source="post: 9411546" data-attributes="member: 6790260"><p>Well, yes, but that's because "power" literally meant "anything that can be done." To call something a "power" is simply to make a formalized action of it. "Powers" are actually a generic framework, which 5e spellcasting <strong>emphatically is not and never was.</strong></p><p></p><p>There is a significant difference between "force every mechanic to be saddled with the ultra-specific faults and foibles and quirks of spellcasting" and "create a generic framework which can actually describe <em>any</em> action or effect." Had 5e actually done this--actually turned "spell" into a truly open, generic framework with zero implied characteristics--then you wouldn't be hearing a <em>peep</em> out of me, unless they had executed that goal poorly, of course.</p><p></p><p></p><p>If that were actually their policy, then yes, I would completely agree. But that moderate policy--"evaluate mechanics <em>to see if it would be helpful</em> to make them spells"--absolutely must have a complementary policy. <em>Evaluate spells to see if it would be helpful to make them NOT spells</em>. This is something 5e has never done, and I don't expect it to ever do. They will continue the crusade of spell-ifying nearly everything supernatural that PCs do.</p><p></p><p>The "blanket condemnation" you refer to is only because we've suffered under a yoke of turning things from class features into spells for, quite literally, over a decade now. If I speak strongly, it is only because the flawed behavior has been stronger still. Unfortunately, at this point, the "spells for EVERYONE" policy has gone on so long, and been doubled down upon in 5.5e, that there's really nothing that can be done about it. The ills have been baked so deeply into the game, you'd need to do a full rewrite to flush them out. Again, <em>this does not mean spells can't replace class features EVER</em>. It just means that, like with Ad/Dis, they've been incredibly profligate with it, taking it to numerous places it never should have been.</p><p></p><p></p><p>I mean, your last eleven words essentially concede the point as far as I'm concerned. But to address the rest: again, a 4e "power" literally means "a thing you can do." Basic attacks are powers. Item with uses are powers. Skills have powers associated with them--some you just have, others you opt into. "Power" is literally just a word for "an action or effect that can happen." It has zero further hangups or characteristics to it. "Spell" could hardly be less like that if it tried. It has numerous specific hangups and "quirks" (IMO, mostly foibles and flaws, but hey, I'm not the one who set D&D on this course so many years ago). I certainly grant that keeping things more consistent has its uses--but that has essentially nothing to do with spell-ifying class features...and feats...and racial abilities...and...and...and...</p><p></p><p></p><p>I'm aware of the need for Chesterton's Fence. I have put it into practice, and I find the reasons behind the design deeply, <em>deeply</em> wanting.</p><p></p><p>Even still: You cannot tell me that the Hexblade patron was elegant design. You cannot tell me that the Berserker and Champion were efficient tools. You cannot seriously believe that the expectation of 6-8 actual combats per day (which is, in fact, what the math reflects, I've run it many times) plus 2 (or preferably 3) short rests, was a wise and fitting basis, given...y'know...the vast majority of people don't want to run D&D that way and don't find it fun to do so when they try.</p><p></p><p>At the level of technique, 5e has all sorts of stuff like this. Or, y'know, I could bring up the DMG, where you can summarize <em>easily</em> 2/3 of it with the following passage: "Some DMs do X. Other DMs don't do X at all! It's up to you to decide whether to do X, or not." I still absolutely cannot get over the sheer comedy of the part where it talks about giving XP for non-combat stuff. Not only does it do exactly what I just said, it then goes <em>further</em> by saying, lightly paraphrased, "If you do decide to give XP for non-combat encounters, pretend that it was a combat encounter, and decide how much XP it should be worth." Like...for real, it literally tells you to just...pretend it <em>isn't</em> a non-combat encounter. With zero actual advice about <em>how</em> to translate a non-combat encounter into combat encounter design.</p><p></p><p>So yeah. I'm not backing down. 5e is a hot mess.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9411546, member: 6790260"] Well, yes, but that's because "power" literally meant "anything that can be done." To call something a "power" is simply to make a formalized action of it. "Powers" are actually a generic framework, which 5e spellcasting [B]emphatically is not and never was.[/B] There is a significant difference between "force every mechanic to be saddled with the ultra-specific faults and foibles and quirks of spellcasting" and "create a generic framework which can actually describe [I]any[/I] action or effect." Had 5e actually done this--actually turned "spell" into a truly open, generic framework with zero implied characteristics--then you wouldn't be hearing a [I]peep[/I] out of me, unless they had executed that goal poorly, of course. If that were actually their policy, then yes, I would completely agree. But that moderate policy--"evaluate mechanics [I]to see if it would be helpful[/I] to make them spells"--absolutely must have a complementary policy. [I]Evaluate spells to see if it would be helpful to make them NOT spells[/I]. This is something 5e has never done, and I don't expect it to ever do. They will continue the crusade of spell-ifying nearly everything supernatural that PCs do. The "blanket condemnation" you refer to is only because we've suffered under a yoke of turning things from class features into spells for, quite literally, over a decade now. If I speak strongly, it is only because the flawed behavior has been stronger still. Unfortunately, at this point, the "spells for EVERYONE" policy has gone on so long, and been doubled down upon in 5.5e, that there's really nothing that can be done about it. The ills have been baked so deeply into the game, you'd need to do a full rewrite to flush them out. Again, [I]this does not mean spells can't replace class features EVER[/I]. It just means that, like with Ad/Dis, they've been incredibly profligate with it, taking it to numerous places it never should have been. I mean, your last eleven words essentially concede the point as far as I'm concerned. But to address the rest: again, a 4e "power" literally means "a thing you can do." Basic attacks are powers. Item with uses are powers. Skills have powers associated with them--some you just have, others you opt into. "Power" is literally just a word for "an action or effect that can happen." It has zero further hangups or characteristics to it. "Spell" could hardly be less like that if it tried. It has numerous specific hangups and "quirks" (IMO, mostly foibles and flaws, but hey, I'm not the one who set D&D on this course so many years ago). I certainly grant that keeping things more consistent has its uses--but that has essentially nothing to do with spell-ifying class features...and feats...and racial abilities...and...and...and... I'm aware of the need for Chesterton's Fence. I have put it into practice, and I find the reasons behind the design deeply, [I]deeply[/I] wanting. Even still: You cannot tell me that the Hexblade patron was elegant design. You cannot tell me that the Berserker and Champion were efficient tools. You cannot seriously believe that the expectation of 6-8 actual combats per day (which is, in fact, what the math reflects, I've run it many times) plus 2 (or preferably 3) short rests, was a wise and fitting basis, given...y'know...the vast majority of people don't want to run D&D that way and don't find it fun to do so when they try. At the level of technique, 5e has all sorts of stuff like this. Or, y'know, I could bring up the DMG, where you can summarize [I]easily[/I] 2/3 of it with the following passage: "Some DMs do X. Other DMs don't do X at all! It's up to you to decide whether to do X, or not." I still absolutely cannot get over the sheer comedy of the part where it talks about giving XP for non-combat stuff. Not only does it do exactly what I just said, it then goes [I]further[/I] by saying, lightly paraphrased, "If you do decide to give XP for non-combat encounters, pretend that it was a combat encounter, and decide how much XP it should be worth." Like...for real, it literally tells you to just...pretend it [I]isn't[/I] a non-combat encounter. With zero actual advice about [I]how[/I] to translate a non-combat encounter into combat encounter design. So yeah. I'm not backing down. 5e is a hot mess. [/QUOTE]
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