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General Tabletop Discussion
*Dungeons & Dragons
Purple Dragon Knight - 3rd Level
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<blockquote data-quote="Tony Vargas" data-source="post: 6742887" data-attributes="member: 996"><p>DM's free to rule how he likes, of course. Both because the optimal use in 5e is often to bring PCs up from 0, and because unconsciousness doesn't include actual deafness, I'd tend to rule that it'd work fine.</p><p></p><p>It's hard to stack up anything favorably next to spells. As you pointed out, a single spell, Healing Word, under one interpretation, is better.</p><p></p><p>Maybe not, but isn't it as defining as anything the Champion gets? </p><p></p><p>It's always chicken-and-egg with high level, isn't it? Do people not like high level because it sucks? Does it suck because designers don't put effort into it because no one likes it anyway? Is it just that you generally try to get through low-level first, and groups break up before they get to high level? Where's the 'sweat spot' where it doesn't suck? (In 5e, there's a broad hint in experience progression: first few levels are lightning fast, then much slower for the rest of single digits, then speeds up again - keeping you in that mid-level 'sweet spot' longer).</p><p></p><p>Thanks to Bounded Accuracy, high-level play isn't /that/ different from what it was on the treadmill, in a basic sense, avoiding the 'why bother rolling' pitfalls of skill ranks, BAB/THAC0/Attack-Matrixes. High level spell /slots/ are limited, too, but powerful spells, plenty of known spells, & total slots still leave casters with bewildering versatility, so the 'weird wizard show' could still happen. As always, it's up to the DM to keep things on an even keel, but this time the 5e DM is Empowered to actually do so.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6742887, member: 996"] DM's free to rule how he likes, of course. Both because the optimal use in 5e is often to bring PCs up from 0, and because unconsciousness doesn't include actual deafness, I'd tend to rule that it'd work fine. It's hard to stack up anything favorably next to spells. As you pointed out, a single spell, Healing Word, under one interpretation, is better. Maybe not, but isn't it as defining as anything the Champion gets? It's always chicken-and-egg with high level, isn't it? Do people not like high level because it sucks? Does it suck because designers don't put effort into it because no one likes it anyway? Is it just that you generally try to get through low-level first, and groups break up before they get to high level? Where's the 'sweat spot' where it doesn't suck? (In 5e, there's a broad hint in experience progression: first few levels are lightning fast, then much slower for the rest of single digits, then speeds up again - keeping you in that mid-level 'sweet spot' longer). Thanks to Bounded Accuracy, high-level play isn't /that/ different from what it was on the treadmill, in a basic sense, avoiding the 'why bother rolling' pitfalls of skill ranks, BAB/THAC0/Attack-Matrixes. High level spell /slots/ are limited, too, but powerful spells, plenty of known spells, & total slots still leave casters with bewildering versatility, so the 'weird wizard show' could still happen. As always, it's up to the DM to keep things on an even keel, but this time the 5e DM is Empowered to actually do so. [/QUOTE]
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Purple Dragon Knight - 3rd Level
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