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General Tabletop Discussion
*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="sheadunne" data-source="post: 6210505" data-attributes="member: 27570"><p>Thanks! I haven't been keeping up on the nuances of 5e as much as I should.</p><p></p><p>I am a proponent of unique mechanics which are limited only to particular classes or unique to only certain circumstances. If the action is unique, so should the mechanic be. I'm not as concerned with meta as long as the use is a good representation of what the ability represents. My concern is that unique mechanics quickly become standard mechanics, for instance, advantage/disadvantage. I like the mechanic only for a very specific use. That was the case when it was first introduced but now it is a standard mechanic used in a million different places. NOTE: I have this same problem with spell lists in previous editions that cross class. I prefer a unique approach to classes. If the spell is on the wizard list, that's the only list it should be on and no other class should have access to it. Along those lines, if we assume the "damage on a miss" quite nicely represents the great weapon fighter's style, then that's fine. If "damage on a miss" becomes a norm and crosses over classes and situations, then it becomes a standard and in my opinion lessons the uniqueness of the action/fiction/ability. I also have the same issues with Skills and rolling a D20. Rolling the d20 is a combat action. Using skills should be a different experience. It's one of the reasons I'm exploring other ways to handle skills. Currently (in PF) it feels too much like combat. I want the mechanics to make it feel different than combat (in AD&D this was the case, at least with thief skills). I feel rather alone in this regard as most people tend to want a universal mechanic to cover all game mechanics, i.e. the d20. </p><p></p><p></p><p></p><p>I agree. The reason I brought it up is that I was working on something similar for the basic fighter class I was redesigning. Perhaps in that regard I should just go meta myself.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6210505, member: 27570"] Thanks! I haven't been keeping up on the nuances of 5e as much as I should. I am a proponent of unique mechanics which are limited only to particular classes or unique to only certain circumstances. If the action is unique, so should the mechanic be. I'm not as concerned with meta as long as the use is a good representation of what the ability represents. My concern is that unique mechanics quickly become standard mechanics, for instance, advantage/disadvantage. I like the mechanic only for a very specific use. That was the case when it was first introduced but now it is a standard mechanic used in a million different places. NOTE: I have this same problem with spell lists in previous editions that cross class. I prefer a unique approach to classes. If the spell is on the wizard list, that's the only list it should be on and no other class should have access to it. Along those lines, if we assume the "damage on a miss" quite nicely represents the great weapon fighter's style, then that's fine. If "damage on a miss" becomes a norm and crosses over classes and situations, then it becomes a standard and in my opinion lessons the uniqueness of the action/fiction/ability. I also have the same issues with Skills and rolling a D20. Rolling the d20 is a combat action. Using skills should be a different experience. It's one of the reasons I'm exploring other ways to handle skills. Currently (in PF) it feels too much like combat. I want the mechanics to make it feel different than combat (in AD&D this was the case, at least with thief skills). I feel rather alone in this regard as most people tend to want a universal mechanic to cover all game mechanics, i.e. the d20. I agree. The reason I brought it up is that I was working on something similar for the basic fighter class I was redesigning. Perhaps in that regard I should just go meta myself. [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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