Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Spellcasters and Balance in 5e: A Poll
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8317484" data-attributes="member: 6790260"><p>Surely though, having these abilities <em>implies</em> the existence of, y'know, other things that come with it? Hence all the examples I gave earlier, of being highly observant, creatively exploiting opportunities, enduring things one shouldn't be able to endure, etc.</p><p></p><p>Like...you are demonstrating exactly the thinking that leads to Fighters getting shortchanged. It is <em>not</em> "let's give this a class," which often produces interesting and worthwhile mechanics (consider that the Bard and Paladin <em>could</em> have just been rolled into other classes, but instead they are both flavorful and very strong in 5e.) Instead, it's "but all they do is fight, so fighting is all they should get." Both parts of that principle are false; their prodigious skill <em>manifests most clearly</em> in fighting, but it is the skill that matters, not the fighting produced by it. And, as I've argued, it's just bad design to have classes that simply don't contribute to certain pillars of the game, if "pillar" is supposed to mean something important for play. Doubly so when it's...pretty much only Fighters (and to a lesser extent Barbarians) denied such; <em>every other class</em>, even some that have design that leaves things to be desired, actually participates SOMEWHAT in every pillar.</p><p></p><p>Like...it's one thing to argue "every class should have at least one area they're incapable of contributing to, so they <em>have</em> to depend on others to do that." It's quite another to argue that 5e actually <em>does</em> that, because every caster class (without exception) can have tools to address all three pillars simultaneously. Those tools might not always be useful in absolutely all situations, but they definitely <em>are</em> useful for obvious and relatively common situations: <em>fireball</em>, <em>invisibility</em>, <em>enhance ability</em>, etc. And it only takes one or two spells per pillar to be really quite good at that pillar. And some of these are so generally-applicable (such as <em>enhance ability</em>) that having them <em>pretty much</em> guarantees having something Very Useful to do at any time....particularly when short rests are uncommon (avg about 1-2 a day, rather than 2-3 a day*) and long rests happen much more frequently than intended (<em>about</em> every 3-5 encounters, rather than every 6-8*), as the designers have explicitly said.</p><p></p><p>It's reasonable to say "everyone should have something they're great at, something they're okay at, and something they're poor at." Even if I disagree with that concept <em>at the level of entire pillars of the game</em>, it's at least a cogent and reasonable position to take. It's not quite so reasonable to say that when <em>most of the classes in the game don't follow that principle</em>. Worse, when at least several of the game's classes <em>have never</em> consistently followed that principle in any official edition; for several classes, either they're at least pretty competent at the pillars overall but focused within each one (4e's method), or they only start out poor and become incredibly powerful (early-edition methods), or they're <em>just good</em> at anything they choose to be good at (3e's "method").</p><p></p><p>If Fighters are supposed to be held to this standard, maybe we need to clean house for <em>all of the other classes first</em>, mm?</p><p></p><p>*These are not absolute numbers, because I don't think the designers have given us any; they've just said that short rests are not happening as often as assumed by their designs, and long rests are happening more often than assumed by their designs, and--importantly--that these divergences are significant enough to negatively impact the intended play experience. But the statements they've made, and the data I've both seen collected and collected myself, thin as it is, loosely corroborate these numbers. Almost everyone who talks about it clearly says that 6-8 encounters a day is incredibly overlong, bordering on exhausting, and while I don't see <em>too</em> many saying that they skip out on short rests <em>entirely</em> all that often, taking three short rests during a day would be pretty unusual based on how people discuss it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8317484, member: 6790260"] Surely though, having these abilities [I]implies[/I] the existence of, y'know, other things that come with it? Hence all the examples I gave earlier, of being highly observant, creatively exploiting opportunities, enduring things one shouldn't be able to endure, etc. Like...you are demonstrating exactly the thinking that leads to Fighters getting shortchanged. It is [I]not[/I] "let's give this a class," which often produces interesting and worthwhile mechanics (consider that the Bard and Paladin [I]could[/I] have just been rolled into other classes, but instead they are both flavorful and very strong in 5e.) Instead, it's "but all they do is fight, so fighting is all they should get." Both parts of that principle are false; their prodigious skill [I]manifests most clearly[/I] in fighting, but it is the skill that matters, not the fighting produced by it. And, as I've argued, it's just bad design to have classes that simply don't contribute to certain pillars of the game, if "pillar" is supposed to mean something important for play. Doubly so when it's...pretty much only Fighters (and to a lesser extent Barbarians) denied such; [I]every other class[/I], even some that have design that leaves things to be desired, actually participates SOMEWHAT in every pillar. Like...it's one thing to argue "every class should have at least one area they're incapable of contributing to, so they [I]have[/I] to depend on others to do that." It's quite another to argue that 5e actually [I]does[/I] that, because every caster class (without exception) can have tools to address all three pillars simultaneously. Those tools might not always be useful in absolutely all situations, but they definitely [I]are[/I] useful for obvious and relatively common situations: [I]fireball[/I], [I]invisibility[/I], [I]enhance ability[/I], etc. And it only takes one or two spells per pillar to be really quite good at that pillar. And some of these are so generally-applicable (such as [I]enhance ability[/I]) that having them [I]pretty much[/I] guarantees having something Very Useful to do at any time....particularly when short rests are uncommon (avg about 1-2 a day, rather than 2-3 a day*) and long rests happen much more frequently than intended ([I]about[/I] every 3-5 encounters, rather than every 6-8*), as the designers have explicitly said. It's reasonable to say "everyone should have something they're great at, something they're okay at, and something they're poor at." Even if I disagree with that concept [I]at the level of entire pillars of the game[/I], it's at least a cogent and reasonable position to take. It's not quite so reasonable to say that when [I]most of the classes in the game don't follow that principle[/I]. Worse, when at least several of the game's classes [I]have never[/I] consistently followed that principle in any official edition; for several classes, either they're at least pretty competent at the pillars overall but focused within each one (4e's method), or they only start out poor and become incredibly powerful (early-edition methods), or they're [I]just good[/I] at anything they choose to be good at (3e's "method"). If Fighters are supposed to be held to this standard, maybe we need to clean house for [I]all of the other classes first[/I], mm? *These are not absolute numbers, because I don't think the designers have given us any; they've just said that short rests are not happening as often as assumed by their designs, and long rests are happening more often than assumed by their designs, and--importantly--that these divergences are significant enough to negatively impact the intended play experience. But the statements they've made, and the data I've both seen collected and collected myself, thin as it is, loosely corroborate these numbers. Almost everyone who talks about it clearly says that 6-8 encounters a day is incredibly overlong, bordering on exhausting, and while I don't see [I]too[/I] many saying that they skip out on short rests [I]entirely[/I] all that often, taking three short rests during a day would be pretty unusual based on how people discuss it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spellcasters and Balance in 5e: A Poll
Top