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How Can D&D Next Win You Over?
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<blockquote data-quote="Balesir" data-source="post: 5985446" data-attributes="member: 27160"><p>None of them are anything - you have given only partial ability descriptions in every case. Without keywords any power is incomplete; the keywords tell you a great deal about how they interact with inanimate objects, just for example.</p><p></p><p>So - give actual complete powers and I might actually play this daft game, just for laughs.</p><p></p><p>Balance - or lack of it - can enable or disable a range of play styles, so is intensely relevant to the discussion as you describe it.</p><p></p><p>It's quite simple; the no-daily essentials classes are underpowered in short (1-2 encounter) adventure days and overpowered in long (5+ encounters) adventure days. The imbalance of the no-daily classes is not "errata" or due to abusable game elements - it's a systemic imbalance that is part of the basic design. Whether it matters or not depends on the play style you follow; pick a "wrong" one and it will matter, otherwise it won't.</p><p></p><p>Keywords affect how the powers work in several ways. I had a major case in point, recently, because necrotic damage doesn't affect inanimate objects, for example. Resistances and Vulnerabilities are actually quite common; the party's tiefling warlock can make good use of being reisitant to fire, for example, being able to ground-zero fire powers that are not really designed for close defence.</p><p></p><p>The equivalent, in older editions, would be looking at fireball and ice storm and ignoring that one is composed of flames while the other is whirling ice.</p><p></p><p>Oh - and, the stuff about Rogues apparently ignores Stealth, for heaven's sake! The rogue in the game I run is only ever stuck near a fighter if she's not hidden somewhere! Stealth is the Rogue's combined best defence and top rank way to get CA.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5985446, member: 27160"] None of them are anything - you have given only partial ability descriptions in every case. Without keywords any power is incomplete; the keywords tell you a great deal about how they interact with inanimate objects, just for example. So - give actual complete powers and I might actually play this daft game, just for laughs. Balance - or lack of it - can enable or disable a range of play styles, so is intensely relevant to the discussion as you describe it. It's quite simple; the no-daily essentials classes are underpowered in short (1-2 encounter) adventure days and overpowered in long (5+ encounters) adventure days. The imbalance of the no-daily classes is not "errata" or due to abusable game elements - it's a systemic imbalance that is part of the basic design. Whether it matters or not depends on the play style you follow; pick a "wrong" one and it will matter, otherwise it won't. Keywords affect how the powers work in several ways. I had a major case in point, recently, because necrotic damage doesn't affect inanimate objects, for example. Resistances and Vulnerabilities are actually quite common; the party's tiefling warlock can make good use of being reisitant to fire, for example, being able to ground-zero fire powers that are not really designed for close defence. The equivalent, in older editions, would be looking at fireball and ice storm and ignoring that one is composed of flames while the other is whirling ice. Oh - and, the stuff about Rogues apparently ignores Stealth, for heaven's sake! The rogue in the game I run is only ever stuck near a fighter if she's not hidden somewhere! Stealth is the Rogue's combined best defence and top rank way to get CA. [/QUOTE]
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