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The danger of the Three Pillars of D&D
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<blockquote data-quote="Crazy Jerome" data-source="post: 5820777" data-attributes="member: 54877"><p>Agreed. It's always been possible. The bigger question to me is whether the designers and fans are willing to give up other things (outside of this discussion) to get it? </p><p> </p><p>I personally think making a system where a JoAT class can work is worth a very high price elsewhere in the system. So many other problems get solved in the process, that it isn't merely a lot of effort for some simple playstyle accommodations. </p><p> </p><p>In addition to what has already been discussed, that kind of system is far more resilient in the face of different sizes and compositions of parties. If the system is such that you need highly specialized arcane magic (or might as well not bother and find other ways to compensate for this complete weakness--AKA "DM plays nice"), then the bard brings nothing in that area. OTOH, if several classes can provide the baseline for arcane that you need, but a wizard brings something extra, then the wizard is a great and useful upgrade, but not necessary. </p><p> </p><p>Or I guess, in the scope of what activities can be done in a particular area, as graphed below, I prefer the latter to the former (where "weak" and "strong" represent the practicable, mechanical limits of useful things):</p><p> </p><p>useless------------------weak--standard--strong------------------over-powered</p><p> </p><p>useless--weak------------------standard------------------strong--over-powered</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5820777, member: 54877"] Agreed. It's always been possible. The bigger question to me is whether the designers and fans are willing to give up other things (outside of this discussion) to get it? I personally think making a system where a JoAT class can work is worth a very high price elsewhere in the system. So many other problems get solved in the process, that it isn't merely a lot of effort for some simple playstyle accommodations. In addition to what has already been discussed, that kind of system is far more resilient in the face of different sizes and compositions of parties. If the system is such that you need highly specialized arcane magic (or might as well not bother and find other ways to compensate for this complete weakness--AKA "DM plays nice"), then the bard brings nothing in that area. OTOH, if several classes can provide the baseline for arcane that you need, but a wizard brings something extra, then the wizard is a great and useful upgrade, but not necessary. Or I guess, in the scope of what activities can be done in a particular area, as graphed below, I prefer the latter to the former (where "weak" and "strong" represent the practicable, mechanical limits of useful things): useless------------------weak--standard--strong------------------over-powered useless--weak------------------standard------------------strong--over-powered [/QUOTE]
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