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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Jester David" data-source="post: 7759174" data-attributes="member: 37579"><p>First , this assumes the best/only way to differentiate a character is mechanical. There was no mechanical distinction between most classses in 1e/2e and people managed to create vastly different characters just fine...</p><p>Reflavouring or working with a DM to make an additive and unique “ribbon” power is often the best way to define a character.</p><p></p><p>Second, there already IS an alternate progression with more decision points in the game. They’re called “feats”.</p><p>And the reason there shouldn't be a second should be blindingly obvious. You just need to compare featless games versus ones where feats are permitted. </p><p></p><p>Again, option creep = power creep. If you have a couple optional class features at each level, one will be the ‘best’. Just by picking that one, the character will be more powerful. And you repeat that three or five or seven times and the new character is significantly better than a base character. </p><p>Creating a wave of alternate options is the best way to just shatter the game’s balance....</p><p></p><p></p><p>Again, we don’t need any of that codified. That doesn’t <em>need</em> to be done by WotC and handled by splatbooks. That can be handled through cooperation with the DM and the player or liberal use of, y’know, imagination. </p><p>The spirit talker can be done via the Magic Initiate feat and flavored as taking to spirits to “cast” some divination spells. Maybe a bonus power, or boon.</p><p>At worst, if the concept is that much larger, it’s easiest to just make subclass. Those are easy. 3-5 powers. </p><p>RPGs thrive on homebrewing. That’s how new game designers are made. Heck, the reason we have D&D is Aneson homebrewing and hacking Chainmail.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7759174, member: 37579"] First , this assumes the best/only way to differentiate a character is mechanical. There was no mechanical distinction between most classses in 1e/2e and people managed to create vastly different characters just fine... Reflavouring or working with a DM to make an additive and unique “ribbon” power is often the best way to define a character. Second, there already IS an alternate progression with more decision points in the game. They’re called “feats”. And the reason there shouldn't be a second should be blindingly obvious. You just need to compare featless games versus ones where feats are permitted. Again, option creep = power creep. If you have a couple optional class features at each level, one will be the ‘best’. Just by picking that one, the character will be more powerful. And you repeat that three or five or seven times and the new character is significantly better than a base character. Creating a wave of alternate options is the best way to just shatter the game’s balance.... Again, we don’t need any of that codified. That doesn’t [I]need[/I] to be done by WotC and handled by splatbooks. That can be handled through cooperation with the DM and the player or liberal use of, y’know, imagination. The spirit talker can be done via the Magic Initiate feat and flavored as taking to spirits to “cast” some divination spells. Maybe a bonus power, or boon. At worst, if the concept is that much larger, it’s easiest to just make subclass. Those are easy. 3-5 powers. RPGs thrive on homebrewing. That’s how new game designers are made. Heck, the reason we have D&D is Aneson homebrewing and hacking Chainmail. [/QUOTE]
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