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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Lanefan" data-source="post: 7759836" data-attributes="member: 29398"><p>Yet these are perhaps the most important distinctions available - one mechanical, one narrative.</p><p></p><p>Changing the numbers - particularly in bounded-accuracy 5e - is a big deal mechanically; though at the table it still just involves rolling a die.</p><p></p><p>Changing the description - well that's what it's all about. Ideally someone sitting in watching a game where those four characters are together in a party shouldn't be able to tell that they're all built on the same mechanical chassis - Sir Hits-hard is played as a quiet gentle giant until provoked at which point he goes into Hulk-Smash mode; Sir Turtle is played as cautious to a fault (or a bit cowardly even?) and always wants to plan things to a T; Sir Stabemlots is a swashbuckling rake with an eye for the opposite sex and who flirts while ignoring all of Turtle's planning; and Sir Shootemup is a shifty sort who never can quite explain just how he got the title 'Sir' and immediately changes the subject if asked.....</p><p></p><p>There's already more than enough mechanical distinctions in [MENTION=6801845]Oofta[/MENTION] 's list to reflect these personalities - what more do you need?</p><p></p><p>Yeah, that's what Fighters do; usually better than any other class. What of it?</p><p></p><p>Maybe...and maybe not. There's other ways to work toward the same ends.</p><p></p><p>Sir Hits-hard is logically going to concentrate his training and magic item choices* into things that'll make him hit harder and-or more often.</p><p>Sir Turtle is logically going to concentrate his training and magic item choices into defense, leaving the damage-dealing to others.</p><p>Sir Stabemlots is logically going to concentrate his training and magic item choices into either hit and damage improvement (thus competing with Hits-hard for the same resources) or into things that can help his movement speed and agility; and if anything happens by that'll enhance his dashing good looks he'll be all over it.</p><p>Sir Shootemup is logically going to concentrate his training and magic item choices into things that'll help him hide, and into ranged items and ammo that the others will likely ignore.</p><p></p><p>End result: some mechanical differentiation will eventually arise out of their choices of items and possessions.</p><p></p><p>* - usually when dividing party treasury; and note this is all even more relevant if the DM allows purchase of magic items.</p><p></p><p>Lan-"and if you don't want those magic items I'll take them off your hands - no charge, today only!"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7759836, member: 29398"] Yet these are perhaps the most important distinctions available - one mechanical, one narrative. Changing the numbers - particularly in bounded-accuracy 5e - is a big deal mechanically; though at the table it still just involves rolling a die. Changing the description - well that's what it's all about. Ideally someone sitting in watching a game where those four characters are together in a party shouldn't be able to tell that they're all built on the same mechanical chassis - Sir Hits-hard is played as a quiet gentle giant until provoked at which point he goes into Hulk-Smash mode; Sir Turtle is played as cautious to a fault (or a bit cowardly even?) and always wants to plan things to a T; Sir Stabemlots is a swashbuckling rake with an eye for the opposite sex and who flirts while ignoring all of Turtle's planning; and Sir Shootemup is a shifty sort who never can quite explain just how he got the title 'Sir' and immediately changes the subject if asked..... There's already more than enough mechanical distinctions in [MENTION=6801845]Oofta[/MENTION] 's list to reflect these personalities - what more do you need? Yeah, that's what Fighters do; usually better than any other class. What of it? Maybe...and maybe not. There's other ways to work toward the same ends. Sir Hits-hard is logically going to concentrate his training and magic item choices* into things that'll make him hit harder and-or more often. Sir Turtle is logically going to concentrate his training and magic item choices into defense, leaving the damage-dealing to others. Sir Stabemlots is logically going to concentrate his training and magic item choices into either hit and damage improvement (thus competing with Hits-hard for the same resources) or into things that can help his movement speed and agility; and if anything happens by that'll enhance his dashing good looks he'll be all over it. Sir Shootemup is logically going to concentrate his training and magic item choices into things that'll help him hide, and into ranged items and ammo that the others will likely ignore. End result: some mechanical differentiation will eventually arise out of their choices of items and possessions. * - usually when dividing party treasury; and note this is all even more relevant if the DM allows purchase of magic items. Lan-"and if you don't want those magic items I'll take them off your hands - no charge, today only!"-efan [/QUOTE]
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