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Poll: What is a Level 1 PC?
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<blockquote data-quote="JamesonCourage" data-source="post: 6044050" data-attributes="member: 6668292"><p>I can't answer this, because I'll never understand it. I understand what you're saying, but do you need to say "if you have 4 Rangers, the wilderness exploration parts will be super easy"? No, it's kind of assumed since you have four Rangers, and they do well in that area. The same applies in any other field; by choosing that class with those abilities, of course certain parts will be easier. Make that clear in the class description, and I feel like you're set. If people want to "upset balance" by choosing certain classes, that's on them. Make it clear in the class description what classes do, and let people make informed decisions, but I see know reason to worry about it too much.</p><p></p><p>Then again, I've never used (and probably will never, ever use) any module, so I can't even comment about them. I've glanced a couple over, but found them incredibly underwhelming. I don't know. They just did not click with me. So, I can't answer you too much on that front.</p><p></p><p>Can't you just design to 4 (or 5, or 3, or 6-8, or whatever) combat classes, like normal, and put that in the description? Instead of (5-7 characters level 4-6) just have (5-7 combat classes of level 4-6)? Does this somehow not work? People will know that the adventure works with those numbers, and that varying from that will hamper/help them in obvious ways (less combat characters = harder combat, more = easier combat). Is that somehow hard? I don't know, because, again, I don't have experience with modules. </p><p></p><p>Because people enjoy that style, and have been trying to use the system that way to varying degrees for a long time, and part of 5e's goals is to let people play in their preferred style? I still don't get this question.</p><p></p><p>What if your group plays mostly one game system, and you want to use it in different ways for different campaigns? Or, like my group, someone wants to focus on combat, while someone else wants to focus on being a sage? And, in D&D's unique scenario, you have a blanket unifying game system; it's the most popular, and people often default to it, so make it more broad for more styles? I don't get your reasoning about as much as you don't get mine. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6044050, member: 6668292"] I can't answer this, because I'll never understand it. I understand what you're saying, but do you need to say "if you have 4 Rangers, the wilderness exploration parts will be super easy"? No, it's kind of assumed since you have four Rangers, and they do well in that area. The same applies in any other field; by choosing that class with those abilities, of course certain parts will be easier. Make that clear in the class description, and I feel like you're set. If people want to "upset balance" by choosing certain classes, that's on them. Make it clear in the class description what classes do, and let people make informed decisions, but I see know reason to worry about it too much. Then again, I've never used (and probably will never, ever use) any module, so I can't even comment about them. I've glanced a couple over, but found them incredibly underwhelming. I don't know. They just did not click with me. So, I can't answer you too much on that front. Can't you just design to 4 (or 5, or 3, or 6-8, or whatever) combat classes, like normal, and put that in the description? Instead of (5-7 characters level 4-6) just have (5-7 combat classes of level 4-6)? Does this somehow not work? People will know that the adventure works with those numbers, and that varying from that will hamper/help them in obvious ways (less combat characters = harder combat, more = easier combat). Is that somehow hard? I don't know, because, again, I don't have experience with modules. Because people enjoy that style, and have been trying to use the system that way to varying degrees for a long time, and part of 5e's goals is to let people play in their preferred style? I still don't get this question. What if your group plays mostly one game system, and you want to use it in different ways for different campaigns? Or, like my group, someone wants to focus on combat, while someone else wants to focus on being a sage? And, in D&D's unique scenario, you have a blanket unifying game system; it's the most popular, and people often default to it, so make it more broad for more styles? I don't get your reasoning about as much as you don't get mine. As always, play what you like :) [/QUOTE]
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