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<blockquote data-quote="Skyscraper" data-source="post: 5813738" data-attributes="member: 48518"><p>I guess it's clear by now, but I'm not of your opinion on this. If every class can resolve any situation, then no class is special, really.</p><p></p><p>I recognize the problem you highlight however: you don't want players to remain idle for long. I think the solution is to avoid game mechanics that require long resolution times, and to avoid engaging in long-winded actions that call for a single type of skill or character attribute. I think one example of this kind of problem is stealthy infiltration. I've seen many times, games where the rogue (or other stealthy PC) explores ahead of the group and everyone else remains idle while the rogue explores.</p><p></p><p>Honestly, the solution is far from obvious. Take the stealth example: do you make all PCs capable of sneaking somehow, including the plate-mailed fighter?</p><p></p><p>I think the solution lies more in allowing the rogue to be the only stealthy PC, but to target the adventure design and DM training to avoid long-winded stealthy exploration.</p><p></p><p>With this example in mind, I also think that it's fine to allow the wizard to have nuke spells or teleportation magic, but to limit the usability of these through adventure design, DM training and also some game mechanics (as suggested by other posters in this thread, like Hermann the Wise).</p><p></p><p>Of course, I agree that you can't make one PC class all-powerful in all circumstances while the others can't compete in any game sphere. That would not make sense (it seems like some posters here appear to think that this is what I'm suggesting? Perhaps I've not been clear enough.)</p><p></p><p>I also think that combat has taken wayyy too much space in the last two editions of D&D. I love a good battle, it's great. But the shear length of battles in 3E and 4E made it so that a single battle in a gaming session took more than half our gaming session away. Two battles, and the entire session was battle-only. If adventure design is balanced between the three pillars that they are presenting at WotC (combat, exploration, role-play), then you have much more space to have some PC classes shine much more in some spheres, and other PC classes shine more in other spheres. I have trouble seeing how the wizard will be special if he deals as much damage as the fighter (and vice-versa, consequently) on every round, thus reaching the quintescence of class balance.</p><p></p><p>To me, class distinctiveness and balance are mutually exclusive.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5813738, member: 48518"] I guess it's clear by now, but I'm not of your opinion on this. If every class can resolve any situation, then no class is special, really. I recognize the problem you highlight however: you don't want players to remain idle for long. I think the solution is to avoid game mechanics that require long resolution times, and to avoid engaging in long-winded actions that call for a single type of skill or character attribute. I think one example of this kind of problem is stealthy infiltration. I've seen many times, games where the rogue (or other stealthy PC) explores ahead of the group and everyone else remains idle while the rogue explores. Honestly, the solution is far from obvious. Take the stealth example: do you make all PCs capable of sneaking somehow, including the plate-mailed fighter? I think the solution lies more in allowing the rogue to be the only stealthy PC, but to target the adventure design and DM training to avoid long-winded stealthy exploration. With this example in mind, I also think that it's fine to allow the wizard to have nuke spells or teleportation magic, but to limit the usability of these through adventure design, DM training and also some game mechanics (as suggested by other posters in this thread, like Hermann the Wise). Of course, I agree that you can't make one PC class all-powerful in all circumstances while the others can't compete in any game sphere. That would not make sense (it seems like some posters here appear to think that this is what I'm suggesting? Perhaps I've not been clear enough.) I also think that combat has taken wayyy too much space in the last two editions of D&D. I love a good battle, it's great. But the shear length of battles in 3E and 4E made it so that a single battle in a gaming session took more than half our gaming session away. Two battles, and the entire session was battle-only. If adventure design is balanced between the three pillars that they are presenting at WotC (combat, exploration, role-play), then you have much more space to have some PC classes shine much more in some spheres, and other PC classes shine more in other spheres. I have trouble seeing how the wizard will be special if he deals as much damage as the fighter (and vice-versa, consequently) on every round, thus reaching the quintescence of class balance. To me, class distinctiveness and balance are mutually exclusive. [/QUOTE]
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