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<blockquote data-quote="spinozajack" data-source="post: 7674746" data-attributes="member: 6794198"><p>One of the brilliant things that the designers did for 5e, including RT presumably, was to recognize different playstyles have wildly different tolerances for various types of game mechanics, and made the common ones default, and the rare ones optional in the DMG instead of always-on player choices in the PHB.</p><p></p><p>Placing something in the DMG or even a PHB sidebar is hardly forbidding it, it's just acknowledging that the default game rules should not contain things that people don't want to play with. I don't want to play another edition with non-magical warlords healing unconscious allies from across the room. I'm not alone in that. Presumably, again, the reason it wasn't included is because they actually wanted to recognize the playstyle tension (even angst) that this type of class created in the game and drove players away. Come and get it was another one. Effectively, the Martial Power Source was a magical power source, so that means there were effectively no strictly non-magical classes in 4e.</p><p></p><p>Many of us wanted the inclusion of non-magical classes or at least subclasses, and to do that, it means recognizing and properly identifying what should be and what shouldn't be considered magical. A little hint : if something is otherwise impossible, it can only be included by magic. Which means, we exclude it from class abilities for classes that don't use magic. It's very straightforward common sense.</p><p></p><p>I just don't understand why a spell-less ranger would need his wisdom to find poulstices, which is subject to DM veto as well if there aren't any around, and then another wismod limitation on the number he can maintain. Just say they don't last more than 24hours, then you have to find more. It's easy and doesn't require any kind of mental gymnastics. If your DM wants to, you could search again and again and find wis mod each time and stock up for the dungeon. I don't see why Sam couldn't stock up barrels worth of those elven herbs if he had enough time. There was also a limit on how many a given player could benefit from their application, if I remember correctly. So that made the "maintenance" limit redundant anyway.</p><p></p><p>Why not trust DMs to limit how much to let the ranger find and keep? Is this not the exact same reasoning that people said fighters had when the party is deciding how many short rests should be allowed in a row? </p><p></p><p>I'm not sure why it's important to impose a carry limit on ranger poultices but not a daily limit on Second Wind. The former done for balance reasons, which is understandable (from a game balance point of view), but there is no limit on the number of times a level 1 fighter can use his Second Wind. Does not make sense to put a limit on one but not the other. Inconsistent application of the same balance concern. I think balance is important, so I don't allow fighters in my games to use second wind as a bonus action, instead it's involuntary and happens on a reaction to going under half HP, but I don't see the point in a carry limit on herbs and such. All one needs is the number of times a character can benefit from healing herbs in a day, to make wanting to carry more or gather more strictly a question of game time spent and ability to find and carry them. </p><p></p><p>As a DM, I'd rather rangers have a chance to stock up on healing herbs in the Abundant Forest of the Elves (even if there is a chance of random spider encounters) before delving into the Frozen Wastes, which could take them days and days to get through. The main question is how much healing one can benefit per day. And these two mechanics are at odds. There is a scaling factor by level in the poultices that are not there for second wind either, keeping poultices relevant for higher character level than second wind is. And Rodney even mentioned that in his article! That it's important to have it scale by character level to maintain utility. So why isn't second wind scaling by level in a similar way? Second Wind is overpowered at level 1-5, and gradually more and more useless after that. </p><p></p><p>Whereas the poultices make sense from a scaling point of view, but having arbitrary carry limits, when finding them is already subject to DM approval in a way that taking a few short rests in a row instead of one longer short rest isn't.</p></blockquote><p></p>
[QUOTE="spinozajack, post: 7674746, member: 6794198"] One of the brilliant things that the designers did for 5e, including RT presumably, was to recognize different playstyles have wildly different tolerances for various types of game mechanics, and made the common ones default, and the rare ones optional in the DMG instead of always-on player choices in the PHB. Placing something in the DMG or even a PHB sidebar is hardly forbidding it, it's just acknowledging that the default game rules should not contain things that people don't want to play with. I don't want to play another edition with non-magical warlords healing unconscious allies from across the room. I'm not alone in that. Presumably, again, the reason it wasn't included is because they actually wanted to recognize the playstyle tension (even angst) that this type of class created in the game and drove players away. Come and get it was another one. Effectively, the Martial Power Source was a magical power source, so that means there were effectively no strictly non-magical classes in 4e. Many of us wanted the inclusion of non-magical classes or at least subclasses, and to do that, it means recognizing and properly identifying what should be and what shouldn't be considered magical. A little hint : if something is otherwise impossible, it can only be included by magic. Which means, we exclude it from class abilities for classes that don't use magic. It's very straightforward common sense. I just don't understand why a spell-less ranger would need his wisdom to find poulstices, which is subject to DM veto as well if there aren't any around, and then another wismod limitation on the number he can maintain. Just say they don't last more than 24hours, then you have to find more. It's easy and doesn't require any kind of mental gymnastics. If your DM wants to, you could search again and again and find wis mod each time and stock up for the dungeon. I don't see why Sam couldn't stock up barrels worth of those elven herbs if he had enough time. There was also a limit on how many a given player could benefit from their application, if I remember correctly. So that made the "maintenance" limit redundant anyway. Why not trust DMs to limit how much to let the ranger find and keep? Is this not the exact same reasoning that people said fighters had when the party is deciding how many short rests should be allowed in a row? I'm not sure why it's important to impose a carry limit on ranger poultices but not a daily limit on Second Wind. The former done for balance reasons, which is understandable (from a game balance point of view), but there is no limit on the number of times a level 1 fighter can use his Second Wind. Does not make sense to put a limit on one but not the other. Inconsistent application of the same balance concern. I think balance is important, so I don't allow fighters in my games to use second wind as a bonus action, instead it's involuntary and happens on a reaction to going under half HP, but I don't see the point in a carry limit on herbs and such. All one needs is the number of times a character can benefit from healing herbs in a day, to make wanting to carry more or gather more strictly a question of game time spent and ability to find and carry them. As a DM, I'd rather rangers have a chance to stock up on healing herbs in the Abundant Forest of the Elves (even if there is a chance of random spider encounters) before delving into the Frozen Wastes, which could take them days and days to get through. The main question is how much healing one can benefit per day. And these two mechanics are at odds. There is a scaling factor by level in the poultices that are not there for second wind either, keeping poultices relevant for higher character level than second wind is. And Rodney even mentioned that in his article! That it's important to have it scale by character level to maintain utility. So why isn't second wind scaling by level in a similar way? Second Wind is overpowered at level 1-5, and gradually more and more useless after that. Whereas the poultices make sense from a scaling point of view, but having arbitrary carry limits, when finding them is already subject to DM approval in a way that taking a few short rests in a row instead of one longer short rest isn't. [/QUOTE]
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