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<blockquote data-quote="Tony Vargas" data-source="post: 7643862" data-attributes="member: 996"><p>Spells are very flexible resources. Regardless of class, any given caster could go his whole career without expending a single slot on a buff, healing, or other obviously-cooperative spell. Those are decent examples of class features that primarily help someone else, yes, and they can't be readily diverted to other uses (the Aura can be under-developed by not devoting points to the right stat, but it'd be inefficient considering how good the aura can be). And they're even on classes that, on examination of the mechanics, can be effective support characters if intentionally built & used that way. </p><p></p><p>But support-orientation of some classes is only an element of what might make a game (/with classes/) cooperative. Do other classes 'need' that support or synergize with it? Together, with those synergies, what can they accomplish?</p><p>For instance, the most basic form of support in D&D is healing. With healing, you can get through a longer 'day,' which put more pressure on the daily-resource classes to conserve their resources, and thus contribute less to each encounter...</p><p>...using spells or class abilities to enable more frequent recharges would be much more synergistic, and leads, in D&D, to balance-wrecking 5MWDs. OTOH, healing can help keep a specific ally active in a specific encounter, and thus continue making all his per-round contributions through the whole thing, which at least shores up that character's contribution when it might otherwise drop.</p><p></p><p>Optional rule & questionable efficiency, respectively, so more poor-to-OK support for cooperation, if you work at achieving it. </p><p></p><p>But, still, even taken all together, nothing I could credit as "great mechanical resources" as a functional cooperative game. </p><p>The system mastery and favorable rulings (because nothing works without the DM) involved in unlocking and interlinking the potential cooperative synergies (and avoiding dissynergies and pitfalls like the 5MWD) in 5e, could be seen as a challenging cooperative game, in itself, though. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7643862, member: 996"] Spells are very flexible resources. Regardless of class, any given caster could go his whole career without expending a single slot on a buff, healing, or other obviously-cooperative spell. Those are decent examples of class features that primarily help someone else, yes, and they can't be readily diverted to other uses (the Aura can be under-developed by not devoting points to the right stat, but it'd be inefficient considering how good the aura can be). And they're even on classes that, on examination of the mechanics, can be effective support characters if intentionally built & used that way. But support-orientation of some classes is only an element of what might make a game (/with classes/) cooperative. Do other classes 'need' that support or synergize with it? Together, with those synergies, what can they accomplish? For instance, the most basic form of support in D&D is healing. With healing, you can get through a longer 'day,' which put more pressure on the daily-resource classes to conserve their resources, and thus contribute less to each encounter... ...using spells or class abilities to enable more frequent recharges would be much more synergistic, and leads, in D&D, to balance-wrecking 5MWDs. OTOH, healing can help keep a specific ally active in a specific encounter, and thus continue making all his per-round contributions through the whole thing, which at least shores up that character's contribution when it might otherwise drop. Optional rule & questionable efficiency, respectively, so more poor-to-OK support for cooperation, if you work at achieving it. But, still, even taken all together, nothing I could credit as "great mechanical resources" as a functional cooperative game. The system mastery and favorable rulings (because nothing works without the DM) involved in unlocking and interlinking the potential cooperative synergies (and avoiding dissynergies and pitfalls like the 5MWD) in 5e, could be seen as a challenging cooperative game, in itself, though. ;) [/QUOTE]
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