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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Undrave" data-source="post: 8305629" data-attributes="member: 7015698"><p>Let's not forget that Feats are (supposedly) an optional rule? Meaning that a major class feature of the Fighter is OPTIONAL?! What other class gets their class features shunted to the OPTIONAL bin exactly?! </p><p></p><p>That said, I wish all Fighter subclasses did something with Action Surge and Second Wind. Maybe the Champion would be the first ones to get more and end up with the most, just to keep it simple? But it shouldn't be the only thing the subclass does. </p><p></p><p>Seriously, using 1 enemy in 4e is garbage and boring, what the heck?!. Even the best 'solo' should be surrounded by some minions! </p><p></p><p>D&D magic is badly defined and way too broad. What even IS 'arcane magic' in D&D? It has no definition, no limits, and people expect it to do everything all the time. </p><p></p><p>That's an interesting take... essentially, the Fighter grew in power by <em>becoming more people</em>, not like a literal multiplying super power, but by essentially imposing their will on the world at multiple points through the action of their agents. While the Wizard player gets more power, the Fighter PC gets more characters to control... </p><p></p><p><em>These days</em>?!? Pretty sure it's been like that for ages. </p><p></p><p>I'm sorry, but I just never grokked the concept of "sometimes the attacker rolls and sometimes the targets rolls". It makes WAY more sense for the person who WANTS an effect to happen to be the one to roll. Why is it that when I shoot an arrow at someone, I'm the one who has a chance to miss, but somehow, if I'm shooting a blast of energy at the same target, they get a chance to dodge?! Shouldn't it always be one or the other?? Ultimately it does the same thing: stop the bad guys from trying to make you dead. Wether you make them dead or you knock them out. Why would it use multiple resolution mechanic?! </p><p></p><p>When the heck was that?! That's not a basic rule of 4e?! If anything, it's a rule of 5e. What are you on about on that?! </p><p></p><p>THIS! This is what made support characters much better in 4e than in 5e. It's way easier to synergies with the party when you don't have to contort yourself to a bunch of different mechanics for what amounts to the same damn thing. It also allowed Martial types to sometimes get to target the NADs instead of AC. Sometimes you could trade your damage to target a lower defence (i.e. more accuracy) and that was really interesting against certain foes. </p><p></p><p>Martial Power 1 & 2 added the interesting wrinkle of keywords that trigger effects if you have certain skill proficiencies and that was great. If you were trained in Endurance and use a power with 'Invigorating' you would gain temp HP, and if you were trained in Intimidate and used a 'Rattling' power, you would impose a penalty to the target's next attack. Those were pretty interesting and I wish that concept had been developed more for Martials, making some of your skills matter more.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8305629, member: 7015698"] Let's not forget that Feats are (supposedly) an optional rule? Meaning that a major class feature of the Fighter is OPTIONAL?! What other class gets their class features shunted to the OPTIONAL bin exactly?! That said, I wish all Fighter subclasses did something with Action Surge and Second Wind. Maybe the Champion would be the first ones to get more and end up with the most, just to keep it simple? But it shouldn't be the only thing the subclass does. Seriously, using 1 enemy in 4e is garbage and boring, what the heck?!. Even the best 'solo' should be surrounded by some minions! D&D magic is badly defined and way too broad. What even IS 'arcane magic' in D&D? It has no definition, no limits, and people expect it to do everything all the time. That's an interesting take... essentially, the Fighter grew in power by [I]becoming more people[/I], not like a literal multiplying super power, but by essentially imposing their will on the world at multiple points through the action of their agents. While the Wizard player gets more power, the Fighter PC gets more characters to control... [I]These days[/I]?!? Pretty sure it's been like that for ages. I'm sorry, but I just never grokked the concept of "sometimes the attacker rolls and sometimes the targets rolls". It makes WAY more sense for the person who WANTS an effect to happen to be the one to roll. Why is it that when I shoot an arrow at someone, I'm the one who has a chance to miss, but somehow, if I'm shooting a blast of energy at the same target, they get a chance to dodge?! Shouldn't it always be one or the other?? Ultimately it does the same thing: stop the bad guys from trying to make you dead. Wether you make them dead or you knock them out. Why would it use multiple resolution mechanic?! When the heck was that?! That's not a basic rule of 4e?! If anything, it's a rule of 5e. What are you on about on that?! THIS! This is what made support characters much better in 4e than in 5e. It's way easier to synergies with the party when you don't have to contort yourself to a bunch of different mechanics for what amounts to the same damn thing. It also allowed Martial types to sometimes get to target the NADs instead of AC. Sometimes you could trade your damage to target a lower defence (i.e. more accuracy) and that was really interesting against certain foes. Martial Power 1 & 2 added the interesting wrinkle of keywords that trigger effects if you have certain skill proficiencies and that was great. If you were trained in Endurance and use a power with 'Invigorating' you would gain temp HP, and if you were trained in Intimidate and used a 'Rattling' power, you would impose a penalty to the target's next attack. Those were pretty interesting and I wish that concept had been developed more for Martials, making some of your skills matter more. [/QUOTE]
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