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Expertise Dice = Vancian Magic = ADEU
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6047197" data-attributes="member: 882"><p>They've always offered different resource management systems in previous editions (except for 4E) - sometimes in the core, sometimes in books published later on. I never understood the hangup about, say, Wizard vs. Sorcerer, which are clearly the same class with different management systems. In fact, they were made so deliberately bland otherwise that people *demanded* more to separate them thematically. If you remove that layer, how the resource management interacts with the theme of the class, then you're either looking to bring out every class theme with every possible mechanic, or you ought to go classless, and drop themes altogether, let them be built with backgrounds, specialities and some third component that says fighting/arcane/divine/skillsy.</p><p></p><p>However, I don't think it's possible to have an AEDU wizard playing along side a spell point wizard and have them both feel like Wizards. Unless you construct a version of every class for every resource management option. You'll probably find at that point that many classes collapse in on themselves, where unique mechanics were holding them up before, they won't have anything left to show off their theme. Besides, there has always been a mechanism for the DM to construct the game they want, and that is by allowing and disallowing existing options, tweaking things and house rules. Yes, it's work, but I just don't see a future for a game that, at it's core, doesn't have a vision of how classes should be in the world.</p><p></p><p></p><p></p><p>It's interesting you suggest that expertise dice somehow represent the core fighter over many editions, when they are the biggest diversion from any system we've seen so far. This is another question - how far do you go - which systems get to be included? There are an infinite number of ways of managing resources in gaming and they belong to different game styles, but which ones do you support? You're also asking a lot of the DM, to inject the sense and theme of a class into it by deciding what system they use. I mean, really you're saying that we should all play the game we want to, with rules we like, and there already exists a way to do this called house rules. There are an infinite number of people who put these on the internet for you to use, so why make the core of D&D what will essentially be 1000 different sets of house rules, with no vision?</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6047197, member: 882"] They've always offered different resource management systems in previous editions (except for 4E) - sometimes in the core, sometimes in books published later on. I never understood the hangup about, say, Wizard vs. Sorcerer, which are clearly the same class with different management systems. In fact, they were made so deliberately bland otherwise that people *demanded* more to separate them thematically. If you remove that layer, how the resource management interacts with the theme of the class, then you're either looking to bring out every class theme with every possible mechanic, or you ought to go classless, and drop themes altogether, let them be built with backgrounds, specialities and some third component that says fighting/arcane/divine/skillsy. However, I don't think it's possible to have an AEDU wizard playing along side a spell point wizard and have them both feel like Wizards. Unless you construct a version of every class for every resource management option. You'll probably find at that point that many classes collapse in on themselves, where unique mechanics were holding them up before, they won't have anything left to show off their theme. Besides, there has always been a mechanism for the DM to construct the game they want, and that is by allowing and disallowing existing options, tweaking things and house rules. Yes, it's work, but I just don't see a future for a game that, at it's core, doesn't have a vision of how classes should be in the world. It's interesting you suggest that expertise dice somehow represent the core fighter over many editions, when they are the biggest diversion from any system we've seen so far. This is another question - how far do you go - which systems get to be included? There are an infinite number of ways of managing resources in gaming and they belong to different game styles, but which ones do you support? You're also asking a lot of the DM, to inject the sense and theme of a class into it by deciding what system they use. I mean, really you're saying that we should all play the game we want to, with rules we like, and there already exists a way to do this called house rules. There are an infinite number of people who put these on the internet for you to use, so why make the core of D&D what will essentially be 1000 different sets of house rules, with no vision? [/QUOTE]
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