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General Tabletop Discussion
*Dungeons & Dragons
Out of Combat Utility Analysis
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<blockquote data-quote="Nagol" data-source="post: 6331842" data-attributes="member: 23935"><p>These (and henchmen/hirelings) are pretty much the balancing factors seen in 1e when they were allowed/used by DMs. They went away in 3e and weren't necessary in 4e. We'll see if they return in 5e. </p><p></p><p></p><p></p><p>Magic item capabilities are mechanics. Treasure placement systems and item creation are mechanics. Submission of dragons is a mechanic. Henchmen and hirelings are mechanics.</p><p></p><p>2e loosened the Wizard mechanics without any compensatory changes in the rest so non-magic-users started to drift behind.</p><p></p><p>3e changed a bunch of the compensatory mechanics such that they no longer worked in that fashion. Non-magic-using characters fell a lot behind.</p><p></p><p>4e changed character base design, allowed Ritual to be learned by all and then stripped a lot of the non-combat capability out of the game anyway (and before anyone jumps on me all I'm saying is non-surface movement, planar travel, environmental immunities, et al were heavily constrained).</p><p></p><p>5e looks like it is reverting somewhere between 1e-3e in terms of character mechanics. Information is not yet available regarding the supporting mechanics to say whether or not the non-magic using classes will receive compensatory treatment.</p><p></p><p>Yow know what's wrong with using those compensatory mechanics instead of direct class mechanics as a basis for parity? DMs who don't fully grok the purpose and rationale for the skewing that exists in the compensatory systems. This isn't a slam on DMs either -- this stuff is subtle; 2nd and 3rd order effects. Even if the compensatory systems are in place <strong><em>why they exist the way they do</em></strong> needs to be talked about.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6331842, member: 23935"] These (and henchmen/hirelings) are pretty much the balancing factors seen in 1e when they were allowed/used by DMs. They went away in 3e and weren't necessary in 4e. We'll see if they return in 5e. Magic item capabilities are mechanics. Treasure placement systems and item creation are mechanics. Submission of dragons is a mechanic. Henchmen and hirelings are mechanics. 2e loosened the Wizard mechanics without any compensatory changes in the rest so non-magic-users started to drift behind. 3e changed a bunch of the compensatory mechanics such that they no longer worked in that fashion. Non-magic-using characters fell a lot behind. 4e changed character base design, allowed Ritual to be learned by all and then stripped a lot of the non-combat capability out of the game anyway (and before anyone jumps on me all I'm saying is non-surface movement, planar travel, environmental immunities, et al were heavily constrained). 5e looks like it is reverting somewhere between 1e-3e in terms of character mechanics. Information is not yet available regarding the supporting mechanics to say whether or not the non-magic using classes will receive compensatory treatment. Yow know what's wrong with using those compensatory mechanics instead of direct class mechanics as a basis for parity? DMs who don't fully grok the purpose and rationale for the skewing that exists in the compensatory systems. This isn't a slam on DMs either -- this stuff is subtle; 2nd and 3rd order effects. Even if the compensatory systems are in place [B][I]why they exist the way they do[/I][/B][I][/I] needs to be talked about. [/QUOTE]
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