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<blockquote data-quote="redboxrazor" data-source="post: 5232739" data-attributes="member: 89863"><p>Fair enough.</p><p></p><p>What does not seem to be implicit, however, is that any new options in great number will introduce power creep. It's simply impossible to provide an entire book of options players will get excited about without adding power to the game - this is the nature of versatility itself.</p><p></p><p>My point is, rather than focus on if a single addition (or two) to the rules is power creep, why not judge it against the entirety of the APG and the existing rules when it is released. That will certainly provide a much clearer picture of how powerful a given addition is.</p><p></p><p>Context is also important in determining this sorcerer hp/spell trade off. It's not uncommon to have two spellcasters in my group - often a wizard and a sorcerer. As a sorcerer, I'd be hard pressed to skip out on the precious 5 HP I get by level 5 (especially since we roll HP) when the wizard can cover all the bases with spells.</p><p></p><p>In my group, my pc is often holding on at 1 HP or less, and that's with False Life (who doesn't take that?). The HP has saved me some precious rewrites.</p><p></p><p></p><p>Obviously, the spells are better in most contexts, but in my opinion they are not always the correct choice. Experience will vary based on your group, your DM, and the challenges presented by your adventure.</p></blockquote><p></p>
[QUOTE="redboxrazor, post: 5232739, member: 89863"] Fair enough. What does not seem to be implicit, however, is that any new options in great number will introduce power creep. It's simply impossible to provide an entire book of options players will get excited about without adding power to the game - this is the nature of versatility itself. My point is, rather than focus on if a single addition (or two) to the rules is power creep, why not judge it against the entirety of the APG and the existing rules when it is released. That will certainly provide a much clearer picture of how powerful a given addition is. Context is also important in determining this sorcerer hp/spell trade off. It's not uncommon to have two spellcasters in my group - often a wizard and a sorcerer. As a sorcerer, I'd be hard pressed to skip out on the precious 5 HP I get by level 5 (especially since we roll HP) when the wizard can cover all the bases with spells. In my group, my pc is often holding on at 1 HP or less, and that's with False Life (who doesn't take that?). The HP has saved me some precious rewrites. Obviously, the spells are better in most contexts, but in my opinion they are not always the correct choice. Experience will vary based on your group, your DM, and the challenges presented by your adventure. [/QUOTE]
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