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.
Community
General Tabletop Discussion
*Dungeons & Dragons
How would you redo 4e?
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="Composer99" data-source="post: 8951892" data-attributes="member: 7030042"><p>Mechanically speaking, a 5e light cleric and a wizard both casting <em>fireball</em> is <em>not quite the same</em> as a light cleric and wizard each having their own <em>fireball</em>-like spell, with few meaningful differences between the two. (Within the fiction, of course, there's no reason to believe the two characters are actually casting the exact same spell; they merely use the same mechanics for the sake of modular design.)</p><p></p><p>It transpires that the degree to which it's desirable to consolidate class powers or not is a rather interesting point to dwell on. (From this point, I'm not directly addressing you any further.)</p><p></p><p><strong>On the one hand...</strong></p><p>It's not clear to me that cutting down on nearly-identical-but-for-the-names powers would harm the manifestation of class fantasies in and of themselves. The fighter powers <em>comeback strike </em>(<a href="http://iws.mx/dnd/?view=power1431" target="_blank">Offline Compendium</a>) and <em>victorious surge</em> (<a href="http://iws.mx/dnd/?view=power1438" target="_blank">Offline Compendium</a>) could surely be consolidated into a single power, with the latter's improved effects (more damage and getting back hit points without actually spending a healing surge) becoming an "at higher levels" rider, without impinging upon 4e's class fantasy of the fighter as a durable and resilient defender at all. I am sure examples of powers that cut across different classes can be found.</p><p></p><p>It's also not clear to me that cutting down even on powers that are only vaguely similar would do similar harm. Just as the fact that they all become able to cast <em>fireball </em>at 5th level hasn't harmed the class fantasy of playing a light cleric versus playing a wizard versus playing a fiend warlock in 5e - as far as I am aware, at any rate, instead of each of them having their own distinct "do fire damage in an AoE" spell.</p><p></p><p>There's also the matter of scale. There are circa 75-80 powers printed for each class in the PHB1 (not including powers printed for each class's paragon paths). If you commit just to redoing the PHB1 classes without some kind of consolidation effort, you're looking at 600-odd powers before even looking at paragon paths, much less other classes. That is a lot to design - and a lot of room for things to go wrong. (Whereas if you create one power that multiple classes refer to and get it wrong, you just have to fix that one power.)</p><p></p><p><strong>On the other hand...</strong></p><p>One of the neat (to my mind) features of 4e is how class-specific powers can be tied back to class features; I'll post an example of <em>blazing starfall</em> (<a href="http://iws.mx/dnd/?view=power5840" target="_blank">Offline Compendium</a>) in spoilers below. That kind of element would be unwieldy to include in a fulsomely-consolidated set of powers. For instance, if <em>blazing starfall</em> were an arcane spell that any arcane caster could learn or prepare, it would look rather bizarre for the Cosmic Magic rider effect to appear in the spell description were it found in, say, a chapter of spells at the back of the book. Along the same vein, unlike a generic "when you cast a spell that [does thing X]" type feature which applies to any spell you cast that does that thing, a spell-specific additional rider effect would be awkwardly placed in the sorcerer class description with no spell.</p><p></p><p>[SPOILER="Blazing Starfall"][ATTACH=full]276832[/ATTACH][/SPOILER]</p><p></p><p>(*) Leaving aside the body of rules that a player is assumed to be familiar with when reading the spell description - how to make an attack roll, how to make a damage roll, how to read and understand the other power elements, etc.</p><p></p><p>In addition, when you have consolidated powers, it can also warp gameplay in potentially unfortunate ways. In 5e, there are usually a few "must-have" arcane spells, such that both sorcerers and wizards are likely to have those spells known/prepared most of the time, especially once you hit Tier 2 play - <em>polymorph</em>, <em>fireball</em>, <em>shield</em>, and a few others. Likewise, even though each cleric domain <em>in theory </em>encourages clerics to play differently based on their domain choice (with Trickery clerics going for a "Temple Raider of what's-the-name-of-that-Greyhawk-god" vibe versus war clerics wanting to wade into melee versus light clerics blasting with cleansing fire), in practice the <em>spirit guardians</em>-<em>spiritual weapon</em> combo is oh so very enticing. The class-specific nature of 4e powers doesn't prevent such a thing from warping a single class around a particular combination (à la <em>spirit guardians</em>/<em>spiritual weapon</em>), but they do prevent the same from happening to multiple classes - your sorcerer and wizard aren't ever casting the same spells, so if they're going to warp their meta around a single combo, at least it's a different one for wizards than for sorcerers.</p><p></p><p><strong>Edit:</strong> Finished an incomplete thought.</p></blockquote><p></p>
[QUOTE="Composer99, post: 8951892, member: 7030042"] Mechanically speaking, a 5e light cleric and a wizard both casting [I]fireball[/I] is [I]not quite the same[/I] as a light cleric and wizard each having their own [I]fireball[/I]-like spell, with few meaningful differences between the two. (Within the fiction, of course, there's no reason to believe the two characters are actually casting the exact same spell; they merely use the same mechanics for the sake of modular design.) It transpires that the degree to which it's desirable to consolidate class powers or not is a rather interesting point to dwell on. (From this point, I'm not directly addressing you any further.) [B]On the one hand...[/B] It's not clear to me that cutting down on nearly-identical-but-for-the-names powers would harm the manifestation of class fantasies in and of themselves. The fighter powers [I]comeback strike [/I]([URL='http://iws.mx/dnd/?view=power1431']Offline Compendium[/URL]) and [I]victorious surge[/I] ([URL='http://iws.mx/dnd/?view=power1438']Offline Compendium[/URL]) could surely be consolidated into a single power, with the latter's improved effects (more damage and getting back hit points without actually spending a healing surge) becoming an "at higher levels" rider, without impinging upon 4e's class fantasy of the fighter as a durable and resilient defender at all. I am sure examples of powers that cut across different classes can be found. It's also not clear to me that cutting down even on powers that are only vaguely similar would do similar harm. Just as the fact that they all become able to cast [I]fireball [/I]at 5th level hasn't harmed the class fantasy of playing a light cleric versus playing a wizard versus playing a fiend warlock in 5e - as far as I am aware, at any rate, instead of each of them having their own distinct "do fire damage in an AoE" spell. There's also the matter of scale. There are circa 75-80 powers printed for each class in the PHB1 (not including powers printed for each class's paragon paths). If you commit just to redoing the PHB1 classes without some kind of consolidation effort, you're looking at 600-odd powers before even looking at paragon paths, much less other classes. That is a lot to design - and a lot of room for things to go wrong. (Whereas if you create one power that multiple classes refer to and get it wrong, you just have to fix that one power.) [B]On the other hand...[/B] One of the neat (to my mind) features of 4e is how class-specific powers can be tied back to class features; I'll post an example of [I]blazing starfall[/I] ([URL='http://iws.mx/dnd/?view=power5840']Offline Compendium[/URL]) in spoilers below. That kind of element would be unwieldy to include in a fulsomely-consolidated set of powers. For instance, if [I]blazing starfall[/I] were an arcane spell that any arcane caster could learn or prepare, it would look rather bizarre for the Cosmic Magic rider effect to appear in the spell description were it found in, say, a chapter of spells at the back of the book. Along the same vein, unlike a generic "when you cast a spell that [does thing X]" type feature which applies to any spell you cast that does that thing, a spell-specific additional rider effect would be awkwardly placed in the sorcerer class description with no spell. [SPOILER="Blazing Starfall"][ATTACH type="full" alt="blazing starfall.png"]276832[/ATTACH][/SPOILER] (*) Leaving aside the body of rules that a player is assumed to be familiar with when reading the spell description - how to make an attack roll, how to make a damage roll, how to read and understand the other power elements, etc. In addition, when you have consolidated powers, it can also warp gameplay in potentially unfortunate ways. In 5e, there are usually a few "must-have" arcane spells, such that both sorcerers and wizards are likely to have those spells known/prepared most of the time, especially once you hit Tier 2 play - [I]polymorph[/I], [I]fireball[/I], [I]shield[/I], and a few others. Likewise, even though each cleric domain [I]in theory [/I]encourages clerics to play differently based on their domain choice (with Trickery clerics going for a "Temple Raider of what's-the-name-of-that-Greyhawk-god" vibe versus war clerics wanting to wade into melee versus light clerics blasting with cleansing fire), in practice the [I]spirit guardians[/I]-[I]spiritual weapon[/I] combo is oh so very enticing. The class-specific nature of 4e powers doesn't prevent such a thing from warping a single class around a particular combination (à la [I]spirit guardians[/I]/[I]spiritual weapon[/I]), but they do prevent the same from happening to multiple classes - your sorcerer and wizard aren't ever casting the same spells, so if they're going to warp their meta around a single combo, at least it's a different one for wizards than for sorcerers. [B]Edit:[/B] Finished an incomplete thought. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How would you redo 4e?
Top