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General Tabletop Discussion
*Dungeons & Dragons
Expertise Dice = Vancian Magic = ADEU
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<blockquote data-quote="I'm A Banana" data-source="post: 6047172" data-attributes="member: 2067"><p>I think the default will be "the simplest possible way to get across the identity of the thing throughout editions." The default is made with the idea of newbies, casual players, and introductory play in mind. This is because these are the groups who will not do <em>more work</em> to then make their games <em>less work</em>. If you tell a casual player that they CAN make a simpler character by turning knobs X, Y, and Z, they'll go play videogames instead. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>The default wizard and cleric will likely have a few daily slots; the default rogue and fighter will likely have a few Expertise options. It'll be complete, and able to compete alongside more complex characters just fine. </p><p></p><p>And as for how you make classes unique? Well, mechanically, you opt into it. You say, "All characters in my games are point based!" or you say "Psionicists in my games are point-based, but wizards are slot-based and fighters use ki!"</p><p></p><p>But you also make distinctions within those over-arching systems. Like how OD&D wizards and clerics are very similar apart from spell lists and proficiencies, maybe all your point-based characters will only differ in what lists they access and what basic proficiencies they have. </p><p></p><p>Class identity is there for DMs to give...or not...as they desire. How loose or tight that identity is is a dial you can turn at your table.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6047172, member: 2067"] I think the default will be "the simplest possible way to get across the identity of the thing throughout editions." The default is made with the idea of newbies, casual players, and introductory play in mind. This is because these are the groups who will not do [I]more work[/I] to then make their games [I]less work[/I]. If you tell a casual player that they CAN make a simpler character by turning knobs X, Y, and Z, they'll go play videogames instead. ;) The default wizard and cleric will likely have a few daily slots; the default rogue and fighter will likely have a few Expertise options. It'll be complete, and able to compete alongside more complex characters just fine. And as for how you make classes unique? Well, mechanically, you opt into it. You say, "All characters in my games are point based!" or you say "Psionicists in my games are point-based, but wizards are slot-based and fighters use ki!" But you also make distinctions within those over-arching systems. Like how OD&D wizards and clerics are very similar apart from spell lists and proficiencies, maybe all your point-based characters will only differ in what lists they access and what basic proficiencies they have. Class identity is there for DMs to give...or not...as they desire. How loose or tight that identity is is a dial you can turn at your table. [/QUOTE]
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