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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Door, Player Expectations, and why 5e can't unify the fanbase.
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="Zustiur" data-source="post: 5963365" data-attributes="member: 1544"><p>Because the wizard can't use it. Besides, hammer of disintegration was supposed to be an over-the-top example. Call it a longsword +5 if you find that easier.</p><p></p><p></p><p></p><p>Why? That depends on how you want the story to work doesn't it? <em>For me,</em> fighters are non-magical men who do what they do very well. They might gain magical allies, and magical equipment, but they're still mundane at the core. Take away the allies and the equipment, why on earth should they be able to do anything beyond the mundane? He's a MAN. He hasn't ascended, he hasn't become an outsider, he can't cast spells. Why should he be capable of something that is impossible in the real world?</p><p></p><p></p><p></p><p> Fair enough. I like the Vancian concept more than I like the exact numbers involved. Which is precisely why I'm considering a system where you lose low level slots as you gain high level slots. You can always chose to memorize a low level spell in a higher level slot, but your total number of spells is going to be reduced.</p><p></p><p>I wasn't assuming any given edition's mechanics. I was talking about the kind of stories I want to be able to tell. Imagine a system where spell casting still works on the Vancian paradigm, but the wizard never has more than 20 spells in total. Would you still think it impossible for him to run out? And even if he didn't actually run out, would he necessarily have the spell he requires on hand?</p><p></p><p></p><p>We've never considered hirelings, so I'll concede that point. Regarding the hit points, my 'three times' came from the fighter being more likely to have a constitution bonus. 9*d4 = 22.5 9*d10+1 = 58.5, or close to 3 times as much.</p><p></p><p></p><p></p><p>Let's take my example a few steps further. </p><p><strong>Traditional party of 4</strong></p><p>1 Fighter</p><p>1 Thief</p><p>1 Wizard</p><p>1 Cleric</p><p></p><p>They've been adventuring long enough to be 'down on resources' but not completely out. They have 1/4 HP, and about 1/4 of their spells available. The monsters have trapped them and taken them prisoner rather than kill them at this particular moment. All equipment has been removed. Each character is locked in a separate prison cell.</p><p></p><p><strong>Assuming an edition without the imbalance between classes</strong> and where it is feasibly possible to run out of spells.</p><p>What would each of the characters do to escape at low level?</p><p>What would each of the characters do to escape at high level?</p><p></p><p>If you give a different answer to those two questions, then tell me WHY it should be different.</p><p></p><p></p><p>For my own part, I want the fighter's actions to remain the same. The rogues actions to remain the same. The wizards actions go to from 'I basically can't escape' to 'I can escape, but I'm going to have to find the others very quickly'. The cleric meanwhile should probably find it hard to escape, but at least be safe in the knowledge that he's got more HP remaining (by using up his remaining spells on healing).</p><p></p><p>*side note; If a wizard has no equipment, he can't memorize new spells, so resting isn't going to help much. The cleric should be faced with a similar problem in theory, but no edition so far imposes that. I'd like to hear ideas on how and why a cleric might face the same sort of problem.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5963365, member: 1544"] Because the wizard can't use it. Besides, hammer of disintegration was supposed to be an over-the-top example. Call it a longsword +5 if you find that easier. Why? That depends on how you want the story to work doesn't it? [I]For me,[/I] fighters are non-magical men who do what they do very well. They might gain magical allies, and magical equipment, but they're still mundane at the core. Take away the allies and the equipment, why on earth should they be able to do anything beyond the mundane? He's a MAN. He hasn't ascended, he hasn't become an outsider, he can't cast spells. Why should he be capable of something that is impossible in the real world? Fair enough. I like the Vancian concept more than I like the exact numbers involved. Which is precisely why I'm considering a system where you lose low level slots as you gain high level slots. You can always chose to memorize a low level spell in a higher level slot, but your total number of spells is going to be reduced. I wasn't assuming any given edition's mechanics. I was talking about the kind of stories I want to be able to tell. Imagine a system where spell casting still works on the Vancian paradigm, but the wizard never has more than 20 spells in total. Would you still think it impossible for him to run out? And even if he didn't actually run out, would he necessarily have the spell he requires on hand? We've never considered hirelings, so I'll concede that point. Regarding the hit points, my 'three times' came from the fighter being more likely to have a constitution bonus. 9*d4 = 22.5 9*d10+1 = 58.5, or close to 3 times as much. Let's take my example a few steps further. [B]Traditional party of 4[/B] 1 Fighter 1 Thief 1 Wizard 1 Cleric They've been adventuring long enough to be 'down on resources' but not completely out. They have 1/4 HP, and about 1/4 of their spells available. The monsters have trapped them and taken them prisoner rather than kill them at this particular moment. All equipment has been removed. Each character is locked in a separate prison cell. [B]Assuming an edition without the imbalance between classes[/B] and where it is feasibly possible to run out of spells. What would each of the characters do to escape at low level? What would each of the characters do to escape at high level? If you give a different answer to those two questions, then tell me WHY it should be different. For my own part, I want the fighter's actions to remain the same. The rogues actions to remain the same. The wizards actions go to from 'I basically can't escape' to 'I can escape, but I'm going to have to find the others very quickly'. The cleric meanwhile should probably find it hard to escape, but at least be safe in the knowledge that he's got more HP remaining (by using up his remaining spells on healing). *side note; If a wizard has no equipment, he can't memorize new spells, so resting isn't going to help much. The cleric should be faced with a similar problem in theory, but no edition so far imposes that. I'd like to hear ideas on how and why a cleric might face the same sort of problem. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Door, Player Expectations, and why 5e can't unify the fanbase.
Top