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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
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<blockquote data-quote="FrogReaver" data-source="post: 7931128" data-attributes="member: 6795602"><p>So in terms of sameyness -</p><p></p><p></p><p>What do you want the 5e fighter or rogue to do that he cannot? </p><p></p><p></p><p></p><p>I'll solve that one for you - be a cavalier</p><p></p><p></p><p></p><p>A battlemaster with good Charisma and rallying cry and inspiring leader and healer does a lot more than be a damage (leader)</p><p>A fighter that grapples can stop an enemy in their tracks (control)</p><p>A fighter that trip attacks is slowing an enemy and giving allies bonuses to hit it control)</p><p>A fighter can cast utility spells to buff himself or possibly others (leader)</p><p></p><p></p><p></p><p>There were 2 primary parts of a 4e role</p><p></p><p>Role Mechanic - The defender ones were the only role mechanics I can think of that had a unique feel between classes in the same role. </p><p></p><p>Powers that supplemented the role - This was your 2[W] + small side effect ability that 90% of all powers were modeled after. You had to really try to not take a samey feeling 2[W] + small side effect power with every character in the group. Heck even most dailies went to 3[W] + moderate side effect or 2[W] + bigger side effect. There were a few gems that if you optimized you could find that would eliminate some of the sameyness - but overall the game was very samey. For example,</p><p></p><p>I'll use encounter power to do:</p><p>Player 1: 2[W] + slide 1</p><p>Player 2: 2[W] + grant +1 attack for next ally</p><p>Player 3: 2[W] + make enemies next attack be at -1</p><p>Player 4: 2[W] + pull 1 (and mark it since I'm a fighter)</p><p></p><p>Also, an added layer of sameyness was the encouragement to refluff everything.</p><p></p><p>Most of 5e's choices they give to a player are not samey. Subclass choice is huge.</p><p>Classes all have a different mechanic - despite nearly all of them using extra attack.</p><p></p><p>Barbarian = Rage</p><p>Fighter = Action Surge + Number of attacks</p><p>Paladin = Divine Smite</p><p>Ranger = Hunter's Mark</p><p>Monk = Flurry of blows</p><p></p><p>Full casters are alot more samey in mechanics - but there's still a huge difference in playing a bard, a cleric or a wizard because of the types of spells each have access to.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7931128, member: 6795602"] So in terms of sameyness - What do you want the 5e fighter or rogue to do that he cannot? I'll solve that one for you - be a cavalier A battlemaster with good Charisma and rallying cry and inspiring leader and healer does a lot more than be a damage (leader) A fighter that grapples can stop an enemy in their tracks (control) A fighter that trip attacks is slowing an enemy and giving allies bonuses to hit it control) A fighter can cast utility spells to buff himself or possibly others (leader) There were 2 primary parts of a 4e role Role Mechanic - The defender ones were the only role mechanics I can think of that had a unique feel between classes in the same role. Powers that supplemented the role - This was your 2[W] + small side effect ability that 90% of all powers were modeled after. You had to really try to not take a samey feeling 2[W] + small side effect power with every character in the group. Heck even most dailies went to 3[W] + moderate side effect or 2[W] + bigger side effect. There were a few gems that if you optimized you could find that would eliminate some of the sameyness - but overall the game was very samey. For example, I'll use encounter power to do: Player 1: 2[W] + slide 1 Player 2: 2[W] + grant +1 attack for next ally Player 3: 2[W] + make enemies next attack be at -1 Player 4: 2[W] + pull 1 (and mark it since I'm a fighter) Also, an added layer of sameyness was the encouragement to refluff everything. Most of 5e's choices they give to a player are not samey. Subclass choice is huge. Classes all have a different mechanic - despite nearly all of them using extra attack. Barbarian = Rage Fighter = Action Surge + Number of attacks Paladin = Divine Smite Ranger = Hunter's Mark Monk = Flurry of blows Full casters are alot more samey in mechanics - but there's still a huge difference in playing a bard, a cleric or a wizard because of the types of spells each have access to. [/QUOTE]
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