What? No mention of the most important part of the article?
"An optional power system might give weapon users encounter or even daily powers".
There may be hope for 5e after all.![]()
Frankly, the game has ALWAYS been divided that way. Pre 4E D&D simply interpreted this to mean that non-casters (IE - "grogs") were not allowed to have nice things, period.
Now grogs have something nice, and the impulse to grind it down into something mundane and marginal that "everyone should be able to use," rears its ugly head once again.
The Rogue and the Monk already have maneuvers systems that aren't narrowly focused onto combat applications only.
The trick is that damage escalation becomes necessary with flattening attack bonuses and AC and generally scaling down multiple attacks per round.
Spells already had built-in scaling mechanics from OD&D forward that wasn't impacted by these changes. I think the toughest part for casters is hammering out the details on the spell list and scaling whatever at-will and recharge-based magic they may have.
For dedicated Martial characters the Expertise Dice provide a simple, viable damage scaling option via Deadly Strike or Sneak Attack or whatever other dice-dump-damage maneuver the class happens to get.
Then you just need to hammer out specifications for multi-classing and classes that feature both weapon and spell use for combat. Starting forward from the Warbringer Cleric should give a baseline frame of reference for the Paladin, Bard, and possibly a Swordmage, Hexblade, or Bladesinger.
Get things up and running onthe Core 4, then experiment with splicing the ends in a balanced fashion.
"Silliness" is a polite way of putting it...
...greased skids straight to Munchkin Land.
Stop trying to drink everyone else's milkshake already.
Nobody is going to get anywhere by resorting to fallacious appeals to "inclusiveness"...
Seriously, what are you going to put back to fit the whole "Paladin" thing into your class budget? You can't put back the Swords, the Armor, or the Hit Dice (good-bye knight-in-shining-armor). Once you take the Expertise Dice you've got the whole dang Fighter class and THEN bolt on Paladin powers and tell me that's in any way balanced and fair?
Nobody is going to get anywhere by resorting to fallacious appeals to "inclusiveness" whenever ideas run afoul of fundamental class design goals for the edition (balance, distinctiveness, enjoyment, ease of access). An unqualified "I should be able to play however I want," doesn't get us anywhere.
Mike Mearls - 9 January, 2012 Legends_&_Lore
We want a game that is unmistakably D&D, but one that can easily become your D&D, the game that you want to run and play.
Monte Cook - 16 January, 2012 Legends_&_Lore
The goal here is to embrace all forms of the D&D experience and to not exclude anyone.
Monte Cook - 30 January, 2012 Legends_&_Lore
...I mentioned that one of the goals of the new iteration of Dungeons & Dragons was to unite the editions.
...why is that our goal? There are many reasons. First and foremost, however, is that if you're playing any version of Dungeons & Dragons, you're a D&D player and a "part of the fold." The days of edition wars and divided factions among D&D fans are over. Or at least, they should be. (In fact, they should have never started.) I'll be frank: the fracturing of the D&D community, no matter what the cause, is just foolish. We all have far more in common than we have differences.
So a rules system that allows people to play in the style that they like, rather than a style that a game designer or game company wants them to like, makes a lot more sense. As a designer myself, I know that it's not my job to convince you to play D&D in a particular way. It's my job to give you the tools you need to play the way you want and then get out of your way.
And that's what the new iteration of Dungeons & Dragons is meant to be about.
You can't build a game including all the mechanics of prior editions, period. There were a lot of bad mechanics, balance mistakes, and incompatible visions between the editions. They want to get the good parts of the "feel" of various editions built into the options for Next, not inherit 30 years of baggage in a dysfunctional jumble.
I asked you to be nice and tone back the rhetoric in the last post, though I did so indirectly.
I'm now asking you directly: Please dial back the rhetoric and post with at least a modicum of politeness.
Please employ some simple respect for others ideas, and try to carry on a constructive conversation rather than attacking any idea that doesn't fit your preferences.
For example: "Silliness" used to describe AD&D is impolite. There are still many fans of AD&D that find it, and all add-ons to it, to be their game of choice.
I do believe it can be done in a balanced manner.
My appeal to inclusiveness is hardly fallacious. Inclusiveness is most certainly not a fallacy, and I am not being either deceptive or misleading.
<SNIP>
However, that doesn't mean a complete lack of balanced mechanics (as you seem to imply that I desire, and incorrectly so).
I also believe that they can incorporate the myriad interpretations of Paladins into the Paladin class...both yours, mine, and every other common view of them.
If "inclusiveness" is anathema to one's game preferences, then D&D Next will absolutely not be the game for them.
With WotC's stated goals for D&D Next, the exclusion of a concept (concept...not a mechanic) simply because some people may not like it is not a consideration in this iterations design.
If you think I've broken rules, report me to a moderator.
I'm about 80% sure that the fighter and monk will be the only classes that use the dice for combat maneuvers w/o spending feats.
...
Also, fighters will have a fighter-only list of maneuvers (same for monks, ki-based maneuvers) and a few unique mechanics.
...
[In response to the question of whether other classes will use them just as a damage bonus, or for non-combat things] It's a damage bonus. For non-combat, we have some idea for a change to how skills work.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.