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Psionics, Spell Slots, and Game Design: Why Every 5e Problem Can be Solved by a Spell
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<blockquote data-quote="Charlaquin" data-source="post: 8095144" data-attributes="member: 6779196"><p>I don’t think it’s so much about the fluff of the features being spells, as it’s about the fact that they use the same resource mechanic as spells. Same reason people insisted that every 4e class felt like a spellcaster despite martial powers not being called spells. I’d be willing to bet most folks who want a non-magical Ranger would be perfectly satisfied with said ranger having a class feature that let them cast hunters mark Proficency Mod times between short rests. Because the problem isn’t the “cast a spell” language, it’s the spell slot resource system.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8095144, member: 6779196"] I don’t think it’s so much about the fluff of the features being spells, as it’s about the fact that they use the same resource mechanic as spells. Same reason people insisted that every 4e class felt like a spellcaster despite martial powers not being called spells. I’d be willing to bet most folks who want a non-magical Ranger would be perfectly satisfied with said ranger having a class feature that let them cast hunters mark Proficency Mod times between short rests. Because the problem isn’t the “cast a spell” language, it’s the spell slot resource system. [/QUOTE]
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Psionics, Spell Slots, and Game Design: Why Every 5e Problem Can be Solved by a Spell
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