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General Tabletop Discussion
*Dungeons & Dragons
Should paladin's aura of protection be "normalized" a little?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9478554" data-attributes="member: 6790260"><p>The Fighter and Wizard classes are extremely bland and almost empty. Mearls himself explicitly said that that was one of his few regrets with 5e.</p><p></p><p></p><p>No. I've gone on record that D&D is missing somewhere between 5 and 12 class fantasy representations, depending on how restrictive you wish to be. I doubt you care, but I can dig them up for you if you do.</p><p></p><p>It's really quite hard to get much beyond 25 total classes (13 existing ones + my 12 proposed missing ones) without very obviously stepping on the toes of things that are already there. At that point, subclasses then step in to both fill in any remaining gaps, and to genuinely rework the play-experience in various ways, so that a single class actually covers quite a bit of ground in a reliable, testable way.</p><p></p><p></p><p>Given 5e only offers five feats to characters, <em>and you give up stat improvement to get them</em>, feats are already out the window as it is. Even if they weren't, "a la carte" character building absolutely does lead to much more bland character-building. That's...literally the intended consequence: the onus is absolutely, purely on the player, and unfortunately a lot of the time, all you're going to see is people picking up the smart choices, or (IMO worse) feeling terribly punished because they built something that sounded cool but was absolutely crap at actually DOING anything.</p><p></p><p>That's why we have a class-based game in the first place. Classes are big, solid things. Something you can sink your teeth into. Something you can grok, and which designers can actually run through meaningful testing in a reasonable period of time, to ensure that they do in fact actually <em>work</em>. (Assuming, of course, that the designers actually bother to test in the first place...something both WotC and Paizo quite clearly <em>don't</em> always do.)</p><p></p><p></p><p>They could be, if you don't give a fig at all about game balance. Most people are not accurately described as such. Hence why there has been brouhaha about various things, and why 5.5e had to rewrite several subclasses because they sucked (like Berserker).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9478554, member: 6790260"] The Fighter and Wizard classes are extremely bland and almost empty. Mearls himself explicitly said that that was one of his few regrets with 5e. No. I've gone on record that D&D is missing somewhere between 5 and 12 class fantasy representations, depending on how restrictive you wish to be. I doubt you care, but I can dig them up for you if you do. It's really quite hard to get much beyond 25 total classes (13 existing ones + my 12 proposed missing ones) without very obviously stepping on the toes of things that are already there. At that point, subclasses then step in to both fill in any remaining gaps, and to genuinely rework the play-experience in various ways, so that a single class actually covers quite a bit of ground in a reliable, testable way. Given 5e only offers five feats to characters, [I]and you give up stat improvement to get them[/I], feats are already out the window as it is. Even if they weren't, "a la carte" character building absolutely does lead to much more bland character-building. That's...literally the intended consequence: the onus is absolutely, purely on the player, and unfortunately a lot of the time, all you're going to see is people picking up the smart choices, or (IMO worse) feeling terribly punished because they built something that sounded cool but was absolutely crap at actually DOING anything. That's why we have a class-based game in the first place. Classes are big, solid things. Something you can sink your teeth into. Something you can grok, and which designers can actually run through meaningful testing in a reasonable period of time, to ensure that they do in fact actually [I]work[/I]. (Assuming, of course, that the designers actually bother to test in the first place...something both WotC and Paizo quite clearly [I]don't[/I] always do.) They could be, if you don't give a fig at all about game balance. Most people are not accurately described as such. Hence why there has been brouhaha about various things, and why 5.5e had to rewrite several subclasses because they sucked (like Berserker). [/QUOTE]
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Should paladin's aura of protection be "normalized" a little?
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