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*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="EzekielRaiden" data-source="post: 9146558" data-attributes="member: 6790260"><p>I am certainly saying that, yes. It can be low strength, but it should still offer something meaningful and distinctive.</p><p></p><p>To use the loose point-buy analogy, with 5.0, there are classes that have effectively 0 points spent in non-combat stuff, and it's <em>not</em> the case that every character gets 20 points to spread across three categories (combat, social, exploring.) Fighters, <em>purely from the class</em>, not counting things everyone gets (like getting two skills, since everyone gets at least two skills from class) get 9/10 in combat and <em>0/10</em> in both of the other two categories. Paladins <em>also</em> get 9/10 in combat, and 4/10 in both of the other two. Wizards can choose to be like 1/10 in combat if they want, but they can easily be 7/10 <em>and</em> 9/10 in social AND 9/10 in exploring.</p><p></p><p>On top of all the zero-point benefits of having four baseline skills, a Background, a race, and DM fiat support, aka things <em>every character</em> can access equally. The only things Fighter (currently) provides are native access to Perception, inarguably one of the best skills, and getting one bonus ASI at 6th and 14th level. Given the importance of stats early on, <em>especially</em> for characters near-guaranteed to be going into melee, that's a pretty slim benefit.</p><p></p><p>DM fiat and "player improvisation" don't fix the problem because having fancy-shmancy spells doesn't prevent you from improvising; in fact, it makes improvisation <em>nigh-infinitely</em> easier and more effective, and gives you more tools for persuading the DM that your ideas make sense. Everyone getting four skills (with a few getting more) doesn't shift the bar one iota, because that's a universal thing, <em>everyone</em> can do that. Every character has a race and a background, so again those do nothing but shift the starting line of the race, they don't change the speed of the cars.</p><p></p><p></p><p>Yes. I am saying (and maybe Minigiant is too) that that level of crippling over-specialization is unwise design, counter to the explicit, openly-described intent and goals of the designers.</p><p></p><p></p><p>Spells <em>are</em> a class feature. Particularly for Warlock and Wizard! And guess what? Sorcerer is one of the few spellcasters I would want changed!</p><p></p><p>(Technically speaking, Sorcerer also has metamagic, and Tasha's gave it Magical Guidance, which ain't <em>much</em>, but it's something.)</p><p></p><p></p><p>Even what advice I've actually seen from the DMG really isn't good on that front (recognizing your disclaimer, I won't speak on that specifically any further.)</p><p></p><p>I've been <em>strongly</em> considering writing, and then thoroughly trimming down, an essay thread about the extremely severe problem of <em>perverse incentives</em> and how perilously easy it is for DMs to think they are doing something good while actually causing a great deal of damage to their game(s).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9146558, member: 6790260"] I am certainly saying that, yes. It can be low strength, but it should still offer something meaningful and distinctive. To use the loose point-buy analogy, with 5.0, there are classes that have effectively 0 points spent in non-combat stuff, and it's [I]not[/I] the case that every character gets 20 points to spread across three categories (combat, social, exploring.) Fighters, [I]purely from the class[/I], not counting things everyone gets (like getting two skills, since everyone gets at least two skills from class) get 9/10 in combat and [I]0/10[/I] in both of the other two categories. Paladins [I]also[/I] get 9/10 in combat, and 4/10 in both of the other two. Wizards can choose to be like 1/10 in combat if they want, but they can easily be 7/10 [I]and[/I] 9/10 in social AND 9/10 in exploring. On top of all the zero-point benefits of having four baseline skills, a Background, a race, and DM fiat support, aka things [I]every character[/I] can access equally. The only things Fighter (currently) provides are native access to Perception, inarguably one of the best skills, and getting one bonus ASI at 6th and 14th level. Given the importance of stats early on, [I]especially[/I] for characters near-guaranteed to be going into melee, that's a pretty slim benefit. DM fiat and "player improvisation" don't fix the problem because having fancy-shmancy spells doesn't prevent you from improvising; in fact, it makes improvisation [I]nigh-infinitely[/I] easier and more effective, and gives you more tools for persuading the DM that your ideas make sense. Everyone getting four skills (with a few getting more) doesn't shift the bar one iota, because that's a universal thing, [I]everyone[/I] can do that. Every character has a race and a background, so again those do nothing but shift the starting line of the race, they don't change the speed of the cars. Yes. I am saying (and maybe Minigiant is too) that that level of crippling over-specialization is unwise design, counter to the explicit, openly-described intent and goals of the designers. Spells [I]are[/I] a class feature. Particularly for Warlock and Wizard! And guess what? Sorcerer is one of the few spellcasters I would want changed! (Technically speaking, Sorcerer also has metamagic, and Tasha's gave it Magical Guidance, which ain't [I]much[/I], but it's something.) Even what advice I've actually seen from the DMG really isn't good on that front (recognizing your disclaimer, I won't speak on that specifically any further.) I've been [I]strongly[/I] considering writing, and then thoroughly trimming down, an essay thread about the extremely severe problem of [I]perverse incentives[/I] and how perilously easy it is for DMs to think they are doing something good while actually causing a great deal of damage to their game(s). [/QUOTE]
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