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Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="pemerton" data-source="post: 6881023" data-attributes="member: 42582"><p>This is the bit I don't get.</p><p></p><p>In my 4e game, a player wanted his PC to be a Primordial Adept, but serving Chan (the Queen of Good Air Elementals) rather than one of the options presented in Heroes of the Elemental Chaos. So I looked at those options and tweaked one of them to be an air/lightning/thunder option.</p><p></p><p>Another player's PC is a Sage of Ages but mostly invoker rather than wizard. So we just ignore the bits in the Sage of Ages description that say they apply only to arcane magic, and let them apply to his divine magic also.</p><p></p><p>These sorts of tweaks are almost never going to break the game, and are incredibly easy to do.</p><p></p><p>I mean, the SRD (p 69) says that jugs hold 1 gallon. Does that mean that [MENTION=6689464]MoonSong[/MENTION] would not let his character with pottery proficiency make a small 1-pint jug? Or have his PC go to the market place looking to buy such a smaller jug?</p><p></p><p>The designers have the job of presenting a playable game with a coherent and functional underlying mechanical strategy. But when it comes to spell lists, equipment lists etc they will make choices which are often better treated as illustrative or indicative rather than definitively exhaustive. Having a sorcerer learn Rope Trick becomes neither more nor less likely to cause problems in the game because the table decided to allow it rather than the designers.</p><p></p><p>Does anyone really think that stopping sorcerers knowing Rope Trick is as core to the 5e system as stopping wizards knowing Cure Wounds?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6881023, member: 42582"] This is the bit I don't get. In my 4e game, a player wanted his PC to be a Primordial Adept, but serving Chan (the Queen of Good Air Elementals) rather than one of the options presented in Heroes of the Elemental Chaos. So I looked at those options and tweaked one of them to be an air/lightning/thunder option. Another player's PC is a Sage of Ages but mostly invoker rather than wizard. So we just ignore the bits in the Sage of Ages description that say they apply only to arcane magic, and let them apply to his divine magic also. These sorts of tweaks are almost never going to break the game, and are incredibly easy to do. I mean, the SRD (p 69) says that jugs hold 1 gallon. Does that mean that [MENTION=6689464]MoonSong[/MENTION] would not let his character with pottery proficiency make a small 1-pint jug? Or have his PC go to the market place looking to buy such a smaller jug? The designers have the job of presenting a playable game with a coherent and functional underlying mechanical strategy. But when it comes to spell lists, equipment lists etc they will make choices which are often better treated as illustrative or indicative rather than definitively exhaustive. Having a sorcerer learn Rope Trick becomes neither more nor less likely to cause problems in the game because the table decided to allow it rather than the designers. Does anyone really think that stopping sorcerers knowing Rope Trick is as core to the 5e system as stopping wizards knowing Cure Wounds? [/QUOTE]
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