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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #4: Druid
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<blockquote data-quote="EzekielRaiden" data-source="post: 8109431" data-attributes="member: 6790260"><p>The main concerns will be the same as they always are with this: universal options require universal design, and mass chapter-flipping to put your character together. Obviously the first is the greater concern, but the second shouldn't be discounted. Cutting down on page-flipping is a good thing at the table. 5e gave up 4e's all-in-one stat blocks, and while this wasn't a huge sticking point, it was definitely a criticism I saw frequently at launch that...never really got an answer. Replicating that choice further <em>without a specific reason</em> seems unwise.</p><p></p><p>As for the "universal design" thing: while it is nice in an abstract, conceptual, symmetry-focused way to have such universal "pools" from which everything else draws, in practice it really can be a problem. That ship has already long since sailed with spells, but consider subclasses. If 5e's designers had to make <em>every</em> subclass compatible with <em>every</em> class, well, firstly we'd have a hell of a lot fewer subclasses, but more importantly those subclasses would <em>have</em> to be much blander and more self-contained. They couldn't do special things with class-specific resources, actions, or features, because odds are pretty good that those features won't be present, even if the subclass is <em>intended</em> for one specific class or set of classes (e.g. a divine-focused "generic subclass" couldn't presume the existence of Channel Divinity, and would thus either have to have its <em>own</em> CD features, or forego any benefits related to that feature).</p><p></p><p>Reductionism and "one-stop shopping" organization are popular ideas with often-ignored downsides on both design and play-experience levels. <em>If</em> the breadth/reuse of the knacks is sufficiently high, and <em>if</em> there's not much need for class-specific knacks, then collecting them together and condensing them down may be worth it. We shouldn't <em>presume</em> that these conditions will be met--it's worth thinking about, keeping an eye out for as it were. But I find that an awful lot of "pop design" (for lack of a better term) has incentives that are much more driven by an aesthetic desire for structural symmetry, consequences be damned, and am thus skeptical that these conditions will be met.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8109431, member: 6790260"] The main concerns will be the same as they always are with this: universal options require universal design, and mass chapter-flipping to put your character together. Obviously the first is the greater concern, but the second shouldn't be discounted. Cutting down on page-flipping is a good thing at the table. 5e gave up 4e's all-in-one stat blocks, and while this wasn't a huge sticking point, it was definitely a criticism I saw frequently at launch that...never really got an answer. Replicating that choice further [I]without a specific reason[/I] seems unwise. As for the "universal design" thing: while it is nice in an abstract, conceptual, symmetry-focused way to have such universal "pools" from which everything else draws, in practice it really can be a problem. That ship has already long since sailed with spells, but consider subclasses. If 5e's designers had to make [I]every[/I] subclass compatible with [I]every[/I] class, well, firstly we'd have a hell of a lot fewer subclasses, but more importantly those subclasses would [I]have[/I] to be much blander and more self-contained. They couldn't do special things with class-specific resources, actions, or features, because odds are pretty good that those features won't be present, even if the subclass is [I]intended[/I] for one specific class or set of classes (e.g. a divine-focused "generic subclass" couldn't presume the existence of Channel Divinity, and would thus either have to have its [I]own[/I] CD features, or forego any benefits related to that feature). Reductionism and "one-stop shopping" organization are popular ideas with often-ignored downsides on both design and play-experience levels. [I]If[/I] the breadth/reuse of the knacks is sufficiently high, and [I]if[/I] there's not much need for class-specific knacks, then collecting them together and condensing them down may be worth it. We shouldn't [I]presume[/I] that these conditions will be met--it's worth thinking about, keeping an eye out for as it were. But I find that an awful lot of "pop design" (for lack of a better term) has incentives that are much more driven by an aesthetic desire for structural symmetry, consequences be damned, and am thus skeptical that these conditions will be met. [/QUOTE]
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