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Community
General Tabletop Discussion
*Dungeons & Dragons
I feel like the surveys gaslit WotC about """"Backwards Compatibility""""
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<blockquote data-quote="EzekielRaiden" data-source="post: 9645369" data-attributes="member: 6790260"><p>Which is funny. Because from my perspective, "fixing" Smite by making it a spell was just another example of their stupid choice to spell-ify as many class features as they can get away with, and Warlocks having their unique approach to magic is one of the only actually <em>interesting</em> design elements of the entire system, making the half-assed "solution" to the problem not a <em>good</em> thing, but better than stripping the class of half or more of its identity. Pact Magic isn't nonsensical, it just suffers because the game's <em>intent</em> and its <em>incentives</em> point in opposite directions, and the designers stubbornly refuse to reconsider some of the stupider choices they made early on which cause this perverse incentive problem.</p><p></p><p>E.g. I don't mind short rests being longer than they were in 4e, but for God's sake a whole bloody hour is too damn long. I don't mind magic being potent, but it's so stupidly potent that <em>not</em> taking a long rest every single time you get the chance is practically suicide. (Assuming, of course, that you have at least one full caster in the party...which you basically always should in order to have decent healing without needing to chug potions.) Making HP and damage be the sole support structure for effectively all advancement turned combats into dull slogs against mountains of HP. 1st level is caught between trying to serve newbies who need a gentle introduction and OSR fans who want a brutal one, and ends up actually serving neither in any particular capacity. Etc. None of these were even remotely changed with 5.5e.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9645369, member: 6790260"] Which is funny. Because from my perspective, "fixing" Smite by making it a spell was just another example of their stupid choice to spell-ify as many class features as they can get away with, and Warlocks having their unique approach to magic is one of the only actually [I]interesting[/I] design elements of the entire system, making the half-assed "solution" to the problem not a [I]good[/I] thing, but better than stripping the class of half or more of its identity. Pact Magic isn't nonsensical, it just suffers because the game's [I]intent[/I] and its [I]incentives[/I] point in opposite directions, and the designers stubbornly refuse to reconsider some of the stupider choices they made early on which cause this perverse incentive problem. E.g. I don't mind short rests being longer than they were in 4e, but for God's sake a whole bloody hour is too damn long. I don't mind magic being potent, but it's so stupidly potent that [I]not[/I] taking a long rest every single time you get the chance is practically suicide. (Assuming, of course, that you have at least one full caster in the party...which you basically always should in order to have decent healing without needing to chug potions.) Making HP and damage be the sole support structure for effectively all advancement turned combats into dull slogs against mountains of HP. 1st level is caught between trying to serve newbies who need a gentle introduction and OSR fans who want a brutal one, and ends up actually serving neither in any particular capacity. Etc. None of these were even remotely changed with 5.5e. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I feel like the surveys gaslit WotC about """"Backwards Compatibility""""
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