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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="doctorbadwolf" data-source="post: 7760018" data-attributes="member: 6704184"><p>Is it telling? What, pray tell, does it say? </p><p></p><p></p><p>Yeah, while I agree with them on a lot of stuff, there definitely should be a champion and a battlemaster. There’s no reason to remove either. </p><p>I love 4e, and did from the PHB on, but 4e was best in the era between the first essentials book and the end of publication, when my group could have a Knight Fighter, a Warlord, a Gloom Hexblade, a Seeker, and a Bard, and the game ran just fine. It was fantastic. No two characters played remotely alike, in concept or mechanics, and I could get weird with encounter and adventure design while reliably predicting the lethtality within an acceptable margin of error, and I could fiddle with rules, play fast and loose, encourage improvisised actions, etc, without straining the system. </p><p></p><p></p><p>I think most folks in this thread are imagining a dichotomy where none exists. </p><p></p><p>We dont need a book full of Warlock chassis versions of rogues and bards. We need new options that allow most basic concepts to be played with most levels having a choice to be made that results in a distinct new way to interact mechanically with the game world. </p><p></p><p>That can be done with subclasses. We aren’t to get 100% of what I or [MENTION=15729]Charlequin[/MENTION] want, but literally a book with ~3 pages of alternate features for base classes (which they’ve talked about doing already, in some capacity), and a continued flow of more “choice heavy” subclasses, and we're close enough. </p><p></p><p></p><p></p><p>Youve comoletely misharacteruaed 4e. The powers are formatted the same, they don’t do the same things. The customization of 4e is literally beyond compare in DnD’s history. The fact that most (not even all) combat powers do damage, after an attack roll, and often (again, not always) have some secondary effect, doesn’t mean they play out the same during play. They don’t. </p><p>I don’t want an edition war argument, btw. I’m pointing this out because it’s salient to th discussion, because 4e powers are literally the model for 5e Battlemaster manuevers, and a ton of other 4e innovations help make 5e what it is. </p><p></p><p></p><p>The Drunken Master is also really well done, and accomplished it’s goals splendidly. It’s a hell of a fun class. Heck, even the 4 Elements Monk would be great if you got the elemental evil elemental cantrips for free, and the powers each cost 1 less ki.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7760018, member: 6704184"] Is it telling? What, pray tell, does it say? Yeah, while I agree with them on a lot of stuff, there definitely should be a champion and a battlemaster. There’s no reason to remove either. I love 4e, and did from the PHB on, but 4e was best in the era between the first essentials book and the end of publication, when my group could have a Knight Fighter, a Warlord, a Gloom Hexblade, a Seeker, and a Bard, and the game ran just fine. It was fantastic. No two characters played remotely alike, in concept or mechanics, and I could get weird with encounter and adventure design while reliably predicting the lethtality within an acceptable margin of error, and I could fiddle with rules, play fast and loose, encourage improvisised actions, etc, without straining the system. I think most folks in this thread are imagining a dichotomy where none exists. We dont need a book full of Warlock chassis versions of rogues and bards. We need new options that allow most basic concepts to be played with most levels having a choice to be made that results in a distinct new way to interact mechanically with the game world. That can be done with subclasses. We aren’t to get 100% of what I or [MENTION=15729]Charlequin[/MENTION] want, but literally a book with ~3 pages of alternate features for base classes (which they’ve talked about doing already, in some capacity), and a continued flow of more “choice heavy” subclasses, and we're close enough. Youve comoletely misharacteruaed 4e. The powers are formatted the same, they don’t do the same things. The customization of 4e is literally beyond compare in DnD’s history. The fact that most (not even all) combat powers do damage, after an attack roll, and often (again, not always) have some secondary effect, doesn’t mean they play out the same during play. They don’t. I don’t want an edition war argument, btw. I’m pointing this out because it’s salient to th discussion, because 4e powers are literally the model for 5e Battlemaster manuevers, and a ton of other 4e innovations help make 5e what it is. The Drunken Master is also really well done, and accomplished it’s goals splendidly. It’s a hell of a fun class. Heck, even the 4 Elements Monk would be great if you got the elemental evil elemental cantrips for free, and the powers each cost 1 less ki. [/QUOTE]
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