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General Tabletop Discussion
*Dungeons & Dragons
diving into feats & expert classes for what they are as a whole rather than what they aren't
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<blockquote data-quote="Benjamin Olson" data-source="post: 8796347" data-attributes="member: 6988941"><p>Play how you want. I'm really not super prescriptive of how other people play the game in general, but I think it's the place of game designers, in a <em>class-based</em> game, to put restrictions on the classes so that they play to particular class themes, so that they play in a distinctive way, so that no one character can do everything, and so that playing one class you don't feel like you've played them all or a whole swath of them. </p><p></p><p>As much as we should respect the principle that people are entitled to play the game they way they want, it is, and always has been, the place of game designers to save people from themselves by putting rules in place to ensure a long term satisfying experience over just being able to do what you want to do whenever you want to do it.</p><p></p><p>I personally will 100% make a 5.5 Bard with Hex at some point, because the mechanical optimizing urge is hard to resist. And having had my Hexy fun with a Bard, I am a little less likely to ever bother playing a Warlock, because it is now less unique and gives me less I haven't already gotten out of a Bard, Sorcerer, etc. Generally in a system with four different full casters using the same spell list (Arcane) I'm going to be less inclined to want to roll up quite so many different characters of those classes. It undermines the class distinctiveness of all four classes.</p><p></p><p>I suspect 5.5 will be a lot of short term fun, but I have doubts about its ability to keep people coming back.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8796347, member: 6988941"] Play how you want. I'm really not super prescriptive of how other people play the game in general, but I think it's the place of game designers, in a [I]class-based[/I] game, to put restrictions on the classes so that they play to particular class themes, so that they play in a distinctive way, so that no one character can do everything, and so that playing one class you don't feel like you've played them all or a whole swath of them. As much as we should respect the principle that people are entitled to play the game they way they want, it is, and always has been, the place of game designers to save people from themselves by putting rules in place to ensure a long term satisfying experience over just being able to do what you want to do whenever you want to do it. I personally will 100% make a 5.5 Bard with Hex at some point, because the mechanical optimizing urge is hard to resist. And having had my Hexy fun with a Bard, I am a little less likely to ever bother playing a Warlock, because it is now less unique and gives me less I haven't already gotten out of a Bard, Sorcerer, etc. Generally in a system with four different full casters using the same spell list (Arcane) I'm going to be less inclined to want to roll up quite so many different characters of those classes. It undermines the class distinctiveness of all four classes. I suspect 5.5 will be a lot of short term fun, but I have doubts about its ability to keep people coming back. [/QUOTE]
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diving into feats & expert classes for what they are as a whole rather than what they aren't
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