Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
How would you prefer D&D class abilities to be handled?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4560137" data-attributes="member: 710"><p>I find this idea interesting, but where is really the improvement or change to 4E? You define 4 slots, and say each slot gets more options? This still means you end up with 10 or more different powers.</p><p></p><p>The change I notice is that you no longer define class roles but power roles (which work very similar to the class roles). This certainly is an interesting approach, but I am not seeing how you expect to avoid the deck of 10 different powers.</p><p>I think this approach would be brilliant for a single-player game, by the way - because if every class has powers for the "roles", you never have a glaring weakness (aside from a lower party size <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> So... I guess what I am saying is that your approach is videogamey? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p><span style="font-size: 9px">If it's any consolation for you, I am not using this term as an insult. And it's not MMORPGy - MMORPG benefit well from classes with fixed roles since you expect groups of players to tackle quests and dungeons. A single-player campaign for Neverwinter Nights... not so much.</span></p><p></p><p></p><p></p><p>I think the reason is that talents are often just class-specific feats. </p><p>Another reason is tactical resource management and time-independent class balance.</p><p>Talents can work in different ways: </p><p>- They can give a constant benefit (A bonus or a new combat ability)</p><p>- They can give a one-time benefit (once per day, once per encounter, and so on).</p><p></p><p>If you just have constant benefits for every class, there is very little in the way of tactical resource management. You don't have to make any smart choices about when to use which talent. Or can "undo" a bad choice by using a costly one-time benefit.</p><p>You're always having the benefit and can do it anytime.</p><p>If you give only one-time bonus, you lose the chance for variety. </p><p></p><p>If you create a mix of talents, some constant/at-will, others one-time benefits, you have to balance powers that are "at-will" against powers that are "per day" or "per encounter". But now you no longer have a time-independent balance assured - a character A with a lot of daily refreshing powers will be stronger if he has a lot of time and can recover their powers, while a character B with a lot of at-will powers will always be of the same strength. So if you can afford the 15 minute adventuring day, character A is more effective then B, and if they have to fight through an encounter dungeon in one day, B "wins". You can no longer achieve a character balance without defining your "average work day" and put measures in place to enforce that. </p><p></p><p>So, this naturally leads to the 4E approach: Everyone has the same number of at-wills, encounters and dailies (plus a light, class and race based variance). You keep all the options for tactical resource management, without introducing time as a character balance changer.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4560137, member: 710"] I find this idea interesting, but where is really the improvement or change to 4E? You define 4 slots, and say each slot gets more options? This still means you end up with 10 or more different powers. The change I notice is that you no longer define class roles but power roles (which work very similar to the class roles). This certainly is an interesting approach, but I am not seeing how you expect to avoid the deck of 10 different powers. I think this approach would be brilliant for a single-player game, by the way - because if every class has powers for the "roles", you never have a glaring weakness (aside from a lower party size ;) ). So... I guess what I am saying is that your approach is videogamey? :p [SIZE="1"]If it's any consolation for you, I am not using this term as an insult. And it's not MMORPGy - MMORPG benefit well from classes with fixed roles since you expect groups of players to tackle quests and dungeons. A single-player campaign for Neverwinter Nights... not so much.[/SIZE] I think the reason is that talents are often just class-specific feats. Another reason is tactical resource management and time-independent class balance. Talents can work in different ways: - They can give a constant benefit (A bonus or a new combat ability) - They can give a one-time benefit (once per day, once per encounter, and so on). If you just have constant benefits for every class, there is very little in the way of tactical resource management. You don't have to make any smart choices about when to use which talent. Or can "undo" a bad choice by using a costly one-time benefit. You're always having the benefit and can do it anytime. If you give only one-time bonus, you lose the chance for variety. If you create a mix of talents, some constant/at-will, others one-time benefits, you have to balance powers that are "at-will" against powers that are "per day" or "per encounter". But now you no longer have a time-independent balance assured - a character A with a lot of daily refreshing powers will be stronger if he has a lot of time and can recover their powers, while a character B with a lot of at-will powers will always be of the same strength. So if you can afford the 15 minute adventuring day, character A is more effective then B, and if they have to fight through an encounter dungeon in one day, B "wins". You can no longer achieve a character balance without defining your "average work day" and put measures in place to enforce that. So, this naturally leads to the 4E approach: Everyone has the same number of at-wills, encounters and dailies (plus a light, class and race based variance). You keep all the options for tactical resource management, without introducing time as a character balance changer. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How would you prefer D&D class abilities to be handled?
Top