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Postmortem: 10 Ideas in 5e that didn't quite work...
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<blockquote data-quote="Kobold Stew" data-source="post: 8744533" data-attributes="member: 23484"><p>This is an interesting list. I agree with you on 2, 3, 5, 6 -- none of them produced better play at the table. </p><p></p><p>1. Backgrounds. I think Backgrounds were great, and better even than the designers realized in terms of supporting new and interesting builds. I won't speak for "most players", but consistently at the tables I was at, backgrounds were key to character formation. And I loved that customization of backgrounds was presented as an possibility (not even an "optional rule") out the gate. I used custom origins a lot, and appreciated that it urged us to have a hook for creative play intersecting with mechanics.</p><p></p><p>4. Multi-classing works fine. Dips can be a problem in white-room design discussions, but I have not seen them as a problem when characters are actually levelling up. </p><p></p><p>7. They had a few options for Psionics: (a) don't have them; (b) have a new core class; (c) psionic subclasses for existing classes; (d) pisonics just as feats. Everyone has a preference, and despite starting with (a), they eventually went with (c) and (d). Some people will have wanted other things (they tried (b) in a UA and were attacked, despite it being clever and original), and in the end they'be made a reasonable choice that some people like, and I think it allows some fine builds. </p><p></p><p>8./9. We've seen that they are moving away from short rests to proficiency times per long rest. I think the "need to win" made players of some classes based on long rests antsy -- short rests helped some classes more than others. Players look to their own sheet first. You're right that these didn't work as intended at most tables.</p><p></p><p>10. I don't think Pact Magic is as complex as you make out, but it's a new system, and it blended with the invocations. levelled spells were less important than invocations and cantrips, unlike other casting classes. Just that meant they worked as intended, I feel.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8744533, member: 23484"] This is an interesting list. I agree with you on 2, 3, 5, 6 -- none of them produced better play at the table. 1. Backgrounds. I think Backgrounds were great, and better even than the designers realized in terms of supporting new and interesting builds. I won't speak for "most players", but consistently at the tables I was at, backgrounds were key to character formation. And I loved that customization of backgrounds was presented as an possibility (not even an "optional rule") out the gate. I used custom origins a lot, and appreciated that it urged us to have a hook for creative play intersecting with mechanics. 4. Multi-classing works fine. Dips can be a problem in white-room design discussions, but I have not seen them as a problem when characters are actually levelling up. 7. They had a few options for Psionics: (a) don't have them; (b) have a new core class; (c) psionic subclasses for existing classes; (d) pisonics just as feats. Everyone has a preference, and despite starting with (a), they eventually went with (c) and (d). Some people will have wanted other things (they tried (b) in a UA and were attacked, despite it being clever and original), and in the end they'be made a reasonable choice that some people like, and I think it allows some fine builds. 8./9. We've seen that they are moving away from short rests to proficiency times per long rest. I think the "need to win" made players of some classes based on long rests antsy -- short rests helped some classes more than others. Players look to their own sheet first. You're right that these didn't work as intended at most tables. 10. I don't think Pact Magic is as complex as you make out, but it's a new system, and it blended with the invocations. levelled spells were less important than invocations and cantrips, unlike other casting classes. Just that meant they worked as intended, I feel. [/QUOTE]
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