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<blockquote data-quote="Sword of Spirit" data-source="post: 8100664" data-attributes="member: 6677017"><p>I think it's still true that a balanced mix of classes is more effective than a single class or a limited set of classes. You don't need a cleric for healing, but you can get a lot more healing if you have one, in addition to other holy person stuff. You don't need a rogue to do the rogue skills, but they have better chances of accomplishing it and don't have to redirect feats and stuff from other uses to do that. 5e rogues also deal quite a bit of damage and are straight up fun to play, and encourage a combat style where you don't just stand in an opponent's face, but dart in and out of combat (or go ranged), sometimes from hiding. Without some fightery types a party will probably struggle a lot. And wizards still have a lot of spells that do things you'll have to find highly creative ways to do without them.</p><p></p><p>Overall, the same considerations apply, it's just that the intensity of the effect has been attenuated compared to most past editions.</p><p></p><p>A lot of it also depends on how the DM rules things. For instance, I don't let you just keep rolling to try the same thing over and over. If you fail to pick the lock, you can probably try again in a few minutes, an hour later, and then a day after that, etc. And unless there are two people with proficiency in the party (the max number I let make separate attempts), that's only one person rolling for each attempt (if another character in the group tries, they use the same d20 roll with their own modifier). Running it that way, being good at a skill can make a big difference, because you can't always just hang around a dungeon for days trying to pick a lock. Other options like bashing down doors have the same restriction, so you probably want someone with a good Strength score too. If, on the other hand, you just let each party member keeping making rolls every 6 seconds until someone succeeds, then yeah, I'd share your distaste for the setup.</p><p></p><p>Even though niche protection seems less than 3e (which of course was a lot less than AD&D), the niche empowerment seems to make up for it. With cool enough carrots, you don't need as big of sticks.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8100664, member: 6677017"] I think it's still true that a balanced mix of classes is more effective than a single class or a limited set of classes. You don't need a cleric for healing, but you can get a lot more healing if you have one, in addition to other holy person stuff. You don't need a rogue to do the rogue skills, but they have better chances of accomplishing it and don't have to redirect feats and stuff from other uses to do that. 5e rogues also deal quite a bit of damage and are straight up fun to play, and encourage a combat style where you don't just stand in an opponent's face, but dart in and out of combat (or go ranged), sometimes from hiding. Without some fightery types a party will probably struggle a lot. And wizards still have a lot of spells that do things you'll have to find highly creative ways to do without them. Overall, the same considerations apply, it's just that the intensity of the effect has been attenuated compared to most past editions. A lot of it also depends on how the DM rules things. For instance, I don't let you just keep rolling to try the same thing over and over. If you fail to pick the lock, you can probably try again in a few minutes, an hour later, and then a day after that, etc. And unless there are two people with proficiency in the party (the max number I let make separate attempts), that's only one person rolling for each attempt (if another character in the group tries, they use the same d20 roll with their own modifier). Running it that way, being good at a skill can make a big difference, because you can't always just hang around a dungeon for days trying to pick a lock. Other options like bashing down doors have the same restriction, so you probably want someone with a good Strength score too. If, on the other hand, you just let each party member keeping making rolls every 6 seconds until someone succeeds, then yeah, I'd share your distaste for the setup. Even though niche protection seems less than 3e (which of course was a lot less than AD&D), the niche empowerment seems to make up for it. With cool enough carrots, you don't need as big of sticks. [/QUOTE]
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