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New take on why expertise dice is a bad mecanic
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<blockquote data-quote="Li Shenron" data-source="post: 6049923" data-attributes="member: 1465"><p>I don't think this has ever been a huge problem. Those classes have always been different enough, <em>except</em> when you start adding tons of supplements into the game... then it usually happened that there are enough non-core Clerical spells to allow a Cleric to become a Wizard with armor, double hit points, and better attack bonus. </p><p></p><p>But in core D&D, those 3 classes have always been different enough that some spells in common aren't the problem. Fighter and Rogue are different enough anyway, but if Expertise Dice is given also to Paladin, Ranger, Barbarian etc, there is a real risk that nothing or almost nothing remains unique to the Fighter. </p><p></p><p>What <strong>really</strong> caused the enthusiasm around ED was not the mechanic itself (it's good, but alone it could have not generated such hype): it was the fact that <em>for once</em> in the history of D&D the <strong>Fighter </strong>was both cool and unique.</p><p></p><p></p><p></p><p>I totally agree. </p><p></p><p>So far my favourite 5e playtest package has been the 2nd: every class was still fairly simple, and the Fighter was the only one to have ED, it was his own "schtick"... but to a Fighter (which as a start it's really always the simplest class, with large numbers but no additional tactical features) it still didn't make it particularly complex: spellcasters had spells to learn (strategic choice) and use (tactical choice), rogue had skills and a bunch of extras, fighter had styles for ED. </p><p></p><p>Now they are adding too much stuff!! Once again all other classes are <em>more</em> complex than the Fighter. Once again the Fighter doesn't feel so unique.</p><p></p><p></p><p></p><p>If we end up having ALL classes with some ED, then I agree... better have ED as an optional module. If everybody has it, it's actually very easy to make it optional.</p><p></p><p></p><p></p><p>Well I'm not a fan of superheroes RPG, and this feels a bit like that...</p><p></p><p>But anyway, you CAN have superpowers in 5e, if you put them into <strong>feats</strong>, which you/they are free to design to be at-will, encounter, or daily powers because feats have no strict rules (except the general idea that all feats should be roughly equally worth).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6049923, member: 1465"] I don't think this has ever been a huge problem. Those classes have always been different enough, [I]except[/I] when you start adding tons of supplements into the game... then it usually happened that there are enough non-core Clerical spells to allow a Cleric to become a Wizard with armor, double hit points, and better attack bonus. But in core D&D, those 3 classes have always been different enough that some spells in common aren't the problem. Fighter and Rogue are different enough anyway, but if Expertise Dice is given also to Paladin, Ranger, Barbarian etc, there is a real risk that nothing or almost nothing remains unique to the Fighter. What [B]really[/B] caused the enthusiasm around ED was not the mechanic itself (it's good, but alone it could have not generated such hype): it was the fact that [I]for once[/I] in the history of D&D the [B]Fighter [/B]was both cool and unique. I totally agree. So far my favourite 5e playtest package has been the 2nd: every class was still fairly simple, and the Fighter was the only one to have ED, it was his own "schtick"... but to a Fighter (which as a start it's really always the simplest class, with large numbers but no additional tactical features) it still didn't make it particularly complex: spellcasters had spells to learn (strategic choice) and use (tactical choice), rogue had skills and a bunch of extras, fighter had styles for ED. Now they are adding too much stuff!! Once again all other classes are [I]more[/I] complex than the Fighter. Once again the Fighter doesn't feel so unique. If we end up having ALL classes with some ED, then I agree... better have ED as an optional module. If everybody has it, it's actually very easy to make it optional. Well I'm not a fan of superheroes RPG, and this feels a bit like that... But anyway, you CAN have superpowers in 5e, if you put them into [B]feats[/B], which you/they are free to design to be at-will, encounter, or daily powers because feats have no strict rules (except the general idea that all feats should be roughly equally worth). [/QUOTE]
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