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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Charlaquin" data-source="post: 7759643" data-attributes="member: 6779196"><p>Smaller Feats received more often would be a good option. Skill points... I wouldn’t mind them, but they’re not the kind of thing I’m looking for. They only give a small numerical bonus, which is the least interesting kind of mechanical differentiation. Prestige classes or 4e style paragon/epic classes would be fine, but such things tend, like 5e subclasses, to be a single choice made only once. Not exactly the expansion of character variety I’m looking for, though neither would it be an unwelcome bit of player choice.</p><p></p><p>Ideally, I’d like something along the lines of 4e’s Powers, or Pathdinder’s variant Class Features (or Class Feats in PF2). What I want is for not every Fighter (or every Champion) to get the exact same abilities at the exact same levels as every other Fighter (or every other Champion.) I want a choice of what new ability I gain when I level up, not just one choice of what set of abilities I will get over the course of my character’s career, or a handful of choices of what numbers I want to be higher. I want different options for what I can use my action to do than every other character of the same class and subclass has. I want <strong>customization</strong> in a mechanical sense, not only in a roleplaying sense.</p><p></p><p>It’s all well and good to describe my attacks differently than Tommy describes his, but if we’re ultimately still rolling the same d20 to see if we can roll the same d8, with maybe slightly different modifiers, then I’m not really doing anything different. I’ve been accused in this thread of playing the same characters over and over with different mechanics, but to me if I don’t have different mechanics, I’m playing the same characters over and over with different descriptions. You need both. D&D is <strong>both</strong> roleplaying <strong>and</strong> game, and the false dichotomy that seems to exist between them in public perception only serves to harm a hobby that by definition is supposed to be both. Let me come up with fun and interesting characters to imagine myself as, and then give me the tools I need to express those characters through the game’s rules! Having either without the other just feels hollow to me.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7759643, member: 6779196"] Smaller Feats received more often would be a good option. Skill points... I wouldn’t mind them, but they’re not the kind of thing I’m looking for. They only give a small numerical bonus, which is the least interesting kind of mechanical differentiation. Prestige classes or 4e style paragon/epic classes would be fine, but such things tend, like 5e subclasses, to be a single choice made only once. Not exactly the expansion of character variety I’m looking for, though neither would it be an unwelcome bit of player choice. Ideally, I’d like something along the lines of 4e’s Powers, or Pathdinder’s variant Class Features (or Class Feats in PF2). What I want is for not every Fighter (or every Champion) to get the exact same abilities at the exact same levels as every other Fighter (or every other Champion.) I want a choice of what new ability I gain when I level up, not just one choice of what set of abilities I will get over the course of my character’s career, or a handful of choices of what numbers I want to be higher. I want different options for what I can use my action to do than every other character of the same class and subclass has. I want [B]customization[/B] in a mechanical sense, not only in a roleplaying sense. It’s all well and good to describe my attacks differently than Tommy describes his, but if we’re ultimately still rolling the same d20 to see if we can roll the same d8, with maybe slightly different modifiers, then I’m not really doing anything different. I’ve been accused in this thread of playing the same characters over and over with different mechanics, but to me if I don’t have different mechanics, I’m playing the same characters over and over with different descriptions. You need both. D&D is [B]both[/B] roleplaying [B]and[/B] game, and the false dichotomy that seems to exist between them in public perception only serves to harm a hobby that by definition is supposed to be both. Let me come up with fun and interesting characters to imagine myself as, and then give me the tools I need to express those characters through the game’s rules! Having either without the other just feels hollow to me. [/QUOTE]
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