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General Tabletop Discussion
*Dungeons & Dragons
Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7043718" data-attributes="member: 996"><p>So, if a Slayer did have a pre-chosen, use-after the attack roll, Daily, it wouldn't need so much static damage bonus, and wouldn't break so easily?</p><p></p><p> I already is. That's one reason I think it could've been done better. </p><p></p><p> Supposedly the Warlock was originally a controller and not all of it's powers were re-written to reflect the change... </p><p></p><p> I like using companion characters or monster stat block write-ups for NPCs, but I could see that, certainly.</p><p></p><p> They're just vague ideas, not like they're designs that've been playtested. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'd expect the opposite if they were done professionally. Just sticking to the structure should make balance easier. </p><p></p><p> The overall complexity of the game. The learning curve to become comfortable with it. The chores involved in running it. The moments of disequilibrium when players just don't get it.</p><p></p><p> I don't think letting people play the type of character they want in spite of a benign playstyle preference is a small reward, especially when it comes to accommodating new players.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7043718, member: 996"] So, if a Slayer did have a pre-chosen, use-after the attack roll, Daily, it wouldn't need so much static damage bonus, and wouldn't break so easily? I already is. That's one reason I think it could've been done better. Supposedly the Warlock was originally a controller and not all of it's powers were re-written to reflect the change... I like using companion characters or monster stat block write-ups for NPCs, but I could see that, certainly. They're just vague ideas, not like they're designs that've been playtested. ;) I'd expect the opposite if they were done professionally. Just sticking to the structure should make balance easier. The overall complexity of the game. The learning curve to become comfortable with it. The chores involved in running it. The moments of disequilibrium when players just don't get it. I don't think letting people play the type of character they want in spite of a benign playstyle preference is a small reward, especially when it comes to accommodating new players. [/QUOTE]
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Speculation about "the feelz" of D&D 4th Edition
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