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General Tabletop Discussion
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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Steampunkette" data-source="post: 8304060" data-attributes="member: 6796468"><p>I wouldn't go THAT FAR.</p><p></p><p>4e "Fixed" the problem I'm referencing by making it so everyone used the exact same sort of At will, Encounter, Daily, and Utility powers. It's the -blandest- and most samey method of fixing the problem there is.</p><p></p><p>Same with how 5e took the problem of describing different sources of power and made it all "The Weave" so everything you do that isn't swinging a sword is exactly the same magic.</p><p></p><p>It "Fixes" the problem by making everything as close to identical as possible. Not just in throughput but style. You lose a ton of granularity and texture when you look through the 4e books and see the exact same mechanics used for every class except for one class-defining function (Like Psions and their Power Points or Wizards changing their Spells out).</p><p></p><p>Instead, I'm suggesting giving everyone a similar baseline and then moving from there into the different mechanics that make them unique, and those unique mechanics being the MAJORITY of the class rather than just one or two details.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8304060, member: 6796468"] I wouldn't go THAT FAR. 4e "Fixed" the problem I'm referencing by making it so everyone used the exact same sort of At will, Encounter, Daily, and Utility powers. It's the -blandest- and most samey method of fixing the problem there is. Same with how 5e took the problem of describing different sources of power and made it all "The Weave" so everything you do that isn't swinging a sword is exactly the same magic. It "Fixes" the problem by making everything as close to identical as possible. Not just in throughput but style. You lose a ton of granularity and texture when you look through the 4e books and see the exact same mechanics used for every class except for one class-defining function (Like Psions and their Power Points or Wizards changing their Spells out). Instead, I'm suggesting giving everyone a similar baseline and then moving from there into the different mechanics that make them unique, and those unique mechanics being the MAJORITY of the class rather than just one or two details. [/QUOTE]
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