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Is the imbalance between classes in 5e accidental or by design?
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<blockquote data-quote="Undrave" data-source="post: 8762884" data-attributes="member: 7015698"><p>So implements in 4e, at their simplest, were basically a way for your Spellcaster to get their +X to their attack rolls (since everything in 4e was an attack roll). There was an ‘implement’ keyword that would let you apply the bonus from your magical implement to your power. Non magical implement were available but didn’t really add anything on their own.</p><p></p><p>Implement were essentially the equivalent of spellcasting focus, you had the wand, the rod, the staff, the holy symbol, the totem, and later the tome (with Magic Tomes containing an extra spell for you!). The same as with weapons, some powers could have extra riders depending on the implement used.</p><p></p><p>Wizards, however, had a class feature called Arcane Implement Mastery where they could specialize in one of their implements. I don’t have my 4e books but if I remember correctly the base one were Staff of Defense, Orb of Imposition and Wand of Accuracy. Staff of Defense gave you +1 AC while wielding a staff and would let you, once per encounter, gain CON mod to AC for a turn. The Orb of Imposition would let you put your CHA mod as a penalty on a creature’s saving throw (which, in 4e, were a mechanic to determine the duration of an effect, and a saving throw was normally a flat d20 roll against a flat DC of 10 to end any effect with a ‘save ends’ duration) once per encounter. The Wand of Accuracy would, if I recall, let you boost your attack roll on a creature by your DEX mod one per encounter. I think it was Arcane Power that later added the Tome of Binding (buffed Summons) and I could swear there was an Orb mastery for illusionist too...</p><p></p><p>I liked these because they fed into this 4e design philosophy of having your choice of class feature influence your preferred secondary attribute (which I find makes it way easier to differentiate two characters of the same class) but it softly pushes your Wizard to a specific playstyle. The Staff Wizard can more confidently use close range powers because of their buff to AC and they prefer higher CON (so more HP), while the Wand Wizard prefers single target powers to better use their feature, and so on.</p><p></p><p>I think the Sorcerer should go back to the NEXT play test version where the more you used your magic, the more your bloodline would manifest (temporarily). I think it’s a really cool concept that would let the Sorcerer finally be more than just the ‘dumber Wizard’. You could have sorcerers who change fighting style as they deplete their Sorcery Points/Spell Slots (I think a Sorcerer should use Spell Points as a basic, instead of slots).</p><p></p><p>Why always the FIGHTER when the Barbarian is right there?!</p></blockquote><p></p>
[QUOTE="Undrave, post: 8762884, member: 7015698"] So implements in 4e, at their simplest, were basically a way for your Spellcaster to get their +X to their attack rolls (since everything in 4e was an attack roll). There was an ‘implement’ keyword that would let you apply the bonus from your magical implement to your power. Non magical implement were available but didn’t really add anything on their own. Implement were essentially the equivalent of spellcasting focus, you had the wand, the rod, the staff, the holy symbol, the totem, and later the tome (with Magic Tomes containing an extra spell for you!). The same as with weapons, some powers could have extra riders depending on the implement used. Wizards, however, had a class feature called Arcane Implement Mastery where they could specialize in one of their implements. I don’t have my 4e books but if I remember correctly the base one were Staff of Defense, Orb of Imposition and Wand of Accuracy. Staff of Defense gave you +1 AC while wielding a staff and would let you, once per encounter, gain CON mod to AC for a turn. The Orb of Imposition would let you put your CHA mod as a penalty on a creature’s saving throw (which, in 4e, were a mechanic to determine the duration of an effect, and a saving throw was normally a flat d20 roll against a flat DC of 10 to end any effect with a ‘save ends’ duration) once per encounter. The Wand of Accuracy would, if I recall, let you boost your attack roll on a creature by your DEX mod one per encounter. I think it was Arcane Power that later added the Tome of Binding (buffed Summons) and I could swear there was an Orb mastery for illusionist too... I liked these because they fed into this 4e design philosophy of having your choice of class feature influence your preferred secondary attribute (which I find makes it way easier to differentiate two characters of the same class) but it softly pushes your Wizard to a specific playstyle. The Staff Wizard can more confidently use close range powers because of their buff to AC and they prefer higher CON (so more HP), while the Wand Wizard prefers single target powers to better use their feature, and so on. I think the Sorcerer should go back to the NEXT play test version where the more you used your magic, the more your bloodline would manifest (temporarily). I think it’s a really cool concept that would let the Sorcerer finally be more than just the ‘dumber Wizard’. You could have sorcerers who change fighting style as they deplete their Sorcery Points/Spell Slots (I think a Sorcerer should use Spell Points as a basic, instead of slots). Why always the FIGHTER when the Barbarian is right there?! [/QUOTE]
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Is the imbalance between classes in 5e accidental or by design?
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