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<blockquote data-quote="Lanefan" data-source="post: 8100498" data-attributes="member: 29398"><p>This is a double-edged sword, for me. On the one hand I do like the idea of anyone being able to try anything (to a reasonable extent). That said, if the non-specialists' collective odds are good enough to make the specialist redundant, who's ever going to play the specialist? </p><p></p><p>Never mind that the rogue-less party isn't stuck anyway if they have the means to destroy or beat down the door, or spell their way through/past it.</p><p></p><p>Given as 5e gives you back all your hit points on a long rest, healing of any kind isn't really necessary provided the party rests often.</p><p></p><p>IMO this is a serious bug rather than a feature. As with the lock specialist above, what's the point of having classes if everyone can more or less do everything?</p><p></p><p>An all-the-same-class party completing an adventure has always been possible, just not always easy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Having all classes be very good at something while almost completely unable to do other things tends to force a) a mix of classes and archetypes in the party and b) a degree of interdependence between those characters. Which plays right back in to the thread topic: one of the biggest reasons NPCs come in to parties is because they've been recruited to fill holes in the lineup; and I don't mind this at all as it means the party is (for once!) doing something wise, and realistically planning and preparing for a variety of possibilities.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8100498, member: 29398"] This is a double-edged sword, for me. On the one hand I do like the idea of anyone being able to try anything (to a reasonable extent). That said, if the non-specialists' collective odds are good enough to make the specialist redundant, who's ever going to play the specialist? Never mind that the rogue-less party isn't stuck anyway if they have the means to destroy or beat down the door, or spell their way through/past it. Given as 5e gives you back all your hit points on a long rest, healing of any kind isn't really necessary provided the party rests often. IMO this is a serious bug rather than a feature. As with the lock specialist above, what's the point of having classes if everyone can more or less do everything? An all-the-same-class party completing an adventure has always been possible, just not always easy. :) Having all classes be very good at something while almost completely unable to do other things tends to force a) a mix of classes and archetypes in the party and b) a degree of interdependence between those characters. Which plays right back in to the thread topic: one of the biggest reasons NPCs come in to parties is because they've been recruited to fill holes in the lineup; and I don't mind this at all as it means the party is (for once!) doing something wise, and realistically planning and preparing for a variety of possibilities. [/QUOTE]
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