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*Dungeons & Dragons
Dungeons & Dragons Announces Horror Subclasses Unearthed Arcana
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<blockquote data-quote="I'm A Banana" data-source="post: 9653539" data-attributes="member: 2067"><p>The choices they made for the phantom don't actually broaden the use of that class feature, and it comes at the expense of the storytelling and design qualities that make it interesting. That is a bad trade-off here. It's OK to have things key off of slightly odd or unique recharge rates like things dying nearby. You can improve the original design and achieve the stated goal while preserving the narrative potential of the initial design by making a smaller, more targeted change. You don't need to sand off all the interesting edges of a feature to conform to a pre-defined shape that is blandly the same as every other feature in the game in order to make the ability more reliable.</p><p></p><p>They also don't stop the "online commentariat says you can kill random people to recharge the ability" since the death thing is still in there. I don't imagine that this was a significant concern at all, and it shouldn't be, since designing for the online commentariat is a bad idea.</p><p></p><p>Sanding the fun edges off of design is sometimes necessary. Like, turning the Hexblade mechanic that turned a hit into a miss on a 4+ on a d6 to damage mitigation is probably a better idea that will improve the gameplay. But not always. Turning a mechanic with a unique generation mechanism into yet another rest-and-recover mechanism is making the game more boring, and in this case, it doesn't improve the rate of use (things die near you all the time in D&D AND it's good narrative for the feature!).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9653539, member: 2067"] The choices they made for the phantom don't actually broaden the use of that class feature, and it comes at the expense of the storytelling and design qualities that make it interesting. That is a bad trade-off here. It's OK to have things key off of slightly odd or unique recharge rates like things dying nearby. You can improve the original design and achieve the stated goal while preserving the narrative potential of the initial design by making a smaller, more targeted change. You don't need to sand off all the interesting edges of a feature to conform to a pre-defined shape that is blandly the same as every other feature in the game in order to make the ability more reliable. They also don't stop the "online commentariat says you can kill random people to recharge the ability" since the death thing is still in there. I don't imagine that this was a significant concern at all, and it shouldn't be, since designing for the online commentariat is a bad idea. Sanding the fun edges off of design is sometimes necessary. Like, turning the Hexblade mechanic that turned a hit into a miss on a 4+ on a d6 to damage mitigation is probably a better idea that will improve the gameplay. But not always. Turning a mechanic with a unique generation mechanism into yet another rest-and-recover mechanism is making the game more boring, and in this case, it doesn't improve the rate of use (things die near you all the time in D&D AND it's good narrative for the feature!). [/QUOTE]
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Dungeons & Dragons Announces Horror Subclasses Unearthed Arcana
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