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<blockquote data-quote="Jay Verkuilen" data-source="post: 7725293" data-attributes="member: 6873517"><p>There are a number of newer ideas in 5E that aren't particularly well-integrated: Inspiration (confusingly named the same thing as Bardic Inspiration!) and the personality mechanics, downtime, all being good examples. These all exist in other games and have been ported into D&D, which never really had them. For instance <em>The One Ring</em> (and now <em>Adventures in Middle Earth</em>) have the "fellowship phase", which is explicitly a downtime mechanic built into the game. The design/marketing team (they seem to do less designing and more marketing) keeps trying to sell the sketchiness as a feature---"see, we left things open for the DM!". Ehh. There's a lot of space between 4E level DM-proofing and nothing. </p><p></p><p></p><p></p><p></p><p>Agree, this would be very helpful and I'm with you on the point that these are things that would be reasonable to expect from the design team. </p><p></p><p>Gamely trying to bring this back to power creep so as not totally, utterly threadjack, one thing that WotC is clearly trying to avoid is having high level characters get too potent and to prevent really broken builds, especially book-legal ones for organized play. You can see that from many (though not all) of the high level spells. IMO the action economy is a very well-functioning balancer. They did a pretty good job with that and it'll do a good job going forward preventing power creep with new material as long as they don't put in ways of breaking that. </p><p></p><p>Having interesting temporary ways to beat it or break it would actually be pretty cool ways to make a magic item interesting, especially a consumable one. Example of something I just came up with:</p><p></p><p><em>Nova Elixir (Legendary, consumable)</em></p><p><em></em></p><p><em>Consuming this potion is highly dangerous but also incredibly potent. In the following three turns, the consumer loses 33% of their maximum hit points at the start of their turn. This loss cannot be prevented in any way short of a Wish spell. However, they gain an extra Action in each of those turns. This action can be used to do anything, including casting multiple spells requiring concentration. </em></p><p></p><p>You're gonna have a heck of a three rounds....</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7725293, member: 6873517"] There are a number of newer ideas in 5E that aren't particularly well-integrated: Inspiration (confusingly named the same thing as Bardic Inspiration!) and the personality mechanics, downtime, all being good examples. These all exist in other games and have been ported into D&D, which never really had them. For instance [I]The One Ring[/I] (and now [I]Adventures in Middle Earth[/I]) have the "fellowship phase", which is explicitly a downtime mechanic built into the game. The design/marketing team (they seem to do less designing and more marketing) keeps trying to sell the sketchiness as a feature---"see, we left things open for the DM!". Ehh. There's a lot of space between 4E level DM-proofing and nothing. Agree, this would be very helpful and I'm with you on the point that these are things that would be reasonable to expect from the design team. Gamely trying to bring this back to power creep so as not totally, utterly threadjack, one thing that WotC is clearly trying to avoid is having high level characters get too potent and to prevent really broken builds, especially book-legal ones for organized play. You can see that from many (though not all) of the high level spells. IMO the action economy is a very well-functioning balancer. They did a pretty good job with that and it'll do a good job going forward preventing power creep with new material as long as they don't put in ways of breaking that. Having interesting temporary ways to beat it or break it would actually be pretty cool ways to make a magic item interesting, especially a consumable one. Example of something I just came up with: [I]Nova Elixir (Legendary, consumable) Consuming this potion is highly dangerous but also incredibly potent. In the following three turns, the consumer loses 33% of their maximum hit points at the start of their turn. This loss cannot be prevented in any way short of a Wish spell. However, they gain an extra Action in each of those turns. This action can be used to do anything, including casting multiple spells requiring concentration. [/I] You're gonna have a heck of a three rounds.... [/QUOTE]
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