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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Steampunkette" data-source="post: 8305534" data-attributes="member: 6796468"><p>You're not wrong!</p><p></p><p>d20 roll high is pretty samey! Especially since it means all functions tied to a d20 roll have explicitly 5% increments of happening or not happening.</p><p></p><p>I'd much rather have a system where different dice are used in different situations, or different potential outcomes with increasing granularity occur. Like having attack rolls vary in dice use based on class, level, and proficiency. But that ship sailed when 3e came out.</p><p></p><p>... I've worked on Videogames. I play videogames pretty much every day. I've dissected the mechanical systems of videogames in order to adapt them for other games, video or otherwise.</p><p></p><p>Videogames aren't evil. Videogames are just a really great way to describe the concept I was going for. Specifically I was referring to Champions Online, which has a massive array of different powers that are almost all puddle-shallow recolors of the first powers that were made for the game. Oh, sure, -some- stuff now does slightly different push/pull/lift mechanics or resists damage in some combination of set immunity and relative reduction... but it's all the same core mechanics the Cryptic Engine was built with.</p><p></p><p>Though I guess I could've gone more for the various "Build your own Spell" systems in different tabletop games where you pick a template, pick a damage type, pick a secondary effect, and go. Where the only real difference between a Cone of Fire and a Cone of Ice is how they're described.</p><p></p><p>But go off, I guess.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8305534, member: 6796468"] You're not wrong! d20 roll high is pretty samey! Especially since it means all functions tied to a d20 roll have explicitly 5% increments of happening or not happening. I'd much rather have a system where different dice are used in different situations, or different potential outcomes with increasing granularity occur. Like having attack rolls vary in dice use based on class, level, and proficiency. But that ship sailed when 3e came out. ... I've worked on Videogames. I play videogames pretty much every day. I've dissected the mechanical systems of videogames in order to adapt them for other games, video or otherwise. Videogames aren't evil. Videogames are just a really great way to describe the concept I was going for. Specifically I was referring to Champions Online, which has a massive array of different powers that are almost all puddle-shallow recolors of the first powers that were made for the game. Oh, sure, -some- stuff now does slightly different push/pull/lift mechanics or resists damage in some combination of set immunity and relative reduction... but it's all the same core mechanics the Cryptic Engine was built with. Though I guess I could've gone more for the various "Build your own Spell" systems in different tabletop games where you pick a template, pick a damage type, pick a secondary effect, and go. Where the only real difference between a Cone of Fire and a Cone of Ice is how they're described. But go off, I guess. [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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