D&D 5E Too many cooks (a DnDN retrospective)

Sure there is; time and money (at least, if we want WotC to do it well). Each customization point doesn't just create a new set of options to playtest, it also creates a new set of interactions with every other customization point to playtest.

Let me be more specific... there's no reason why they WON'T do both. If they're going to create the mechanics to interact in that way, they're going to do a strong balance pass on them too. Because they go part and parcel with each other in this age of game design.
 

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Really having a default forces DM's to be upfront to the changes they make, and it leads to a more honest and open realtionship and communication between players and DM's -this is more important for players that can only do so online- right now when I find a DM that says "no sorcerers" or "on this game sorcerers are x" I know well before hand what it is about and I know that if I apply I won't get to play one. On a world with no default it becomes and endless list of "wizards are x, sorcerers are y, warlocks are z, clerics do a, druids do b, bards do c...." lost among a very detailed list of modules being used, for every single game, or more realistically the total removal of said upfront statements at all, which will lead to more needless conflicts.

Basically what you are saying here is that because YOU play online... you don't want to take the extra 15 minutes out of your day to look through a large list of modules that the DM is offering forth in his game. You want it all neatly wrapped up in a cute little package so that you don't even have to think about how the game is going to play.

Well, I'm sorry... but D&DN isn't being designed just to make your life easier. It's to allow EVERYBODY to play the kind of D&D game they wish to play (or as close as they can get.)
 

I haven't read the entire thread, so it's quite likely that I'm overlooking some salient points (such as where WotC fits into the equation), but I see it like so:

The fundamental question is who keeps the other person's wishes in mind when they get ready to play; does the GM design a campaign based around what the players want to play, or do the players make PCs based around the type of campaign the GM is setting up?

Obviously, the answer is somewhere in the middle, but really it tends towards one or the other sides of the middle, which is the rub.
 

Well, sort of. There is a "magic spark" that differentiates magic users from muggles, true, but, without any instruction, the magic user will never be able to use it.
You just described sorcerers as I have always seen them. Wizards train and learn and study and eventually master. Sorcerers have a magical spark that makes them able to do magic because they can feel it. In this case it is "innate" like in the Potterverse. Sorcerers then train, stretch, learn, grow and eventually learn new, stronger and better magic. That is how they grow, that is what rubs me wrong about these "they get magic, but then have all this extra free time to be a fighter too." No. You want to have innate magic, that's cool, play a sorcerer. Want to get better at it? Keep leveling in sorcerer. Want to pick up martial prowess? Stop advancing in sorcerer and start leveling in fighter - or however multiclassing works in that version.

Not a huge difference. Sorcerer with implements doesn't really work. After all, sorcerers are loners. They don't congregate in schools because their "talent" is entirely inherent. Flavour wise, wizard is far, far closer. But, I agree that mechanically, sorcerers probably fit a HP wizard better.
Now who is dictating what. Who says sorcerers have to be loners? Who says they can't go to school to train their "talent"? Their talent is entirely innate and within them, but who says they can't study to get better at it. Who says they shouldn't be able to even.

Which is my point. Why not be able to pick and choose? Why do we have to have defaults?
I agree with divorcing mechanics from fluff, you just have to be careful with the fluff in that case. I think this is the major "it will be diluted" argument you keep seeing. If all casters in my game will use the psionics (pp) system, how do you say that they are different. After playing in 3e, and even seeing 4e material, I can say that fluff has much more to do with things than people will admit. More on that below.

Wanting to put sorcerers and warlocks on the same train as wizards and is a solution to a problem nobody -or almost nobody- ever had, and only contributes to dilute what a sorcerer or warlock means, not to mention the balancing issues on both classes which haven't being able to compare to wizards, without a suitable default they'll be harder to balance propperly, and WotC won't be able to make sorcerer and warlock players happy, which will translate on two groups not having a reason to change editions.
I get why you say this, but I don't agree. As already pointed out sorcerers and wizards use the same spell lists and recharge rate. They are different (almost) only in that one uses daily slots that they prepare and the other uses spells known cast spontaneously. But let me go further, do you have troubles differentiating bards and sorcerers? Both cast spontaneously from lists known per day. How about clerics and druids, both are divine casters with slots? I'd bet that you don't. I'd bet that you don't BECAUSE the method or mechanics they use aren't the important parts. I'd bet it has to do with the other aspects of their class, other features, abilities and even the fluff. None of this is different if they divorced mechanics from the classes in 5e. Or even if they set a default and gave you methods to easily change it as needed. That is what we are discussing here.

I haven't read the entire thread, so it's quite likely that I'm overlooking some salient points (such as where WotC fits into the equation), but I see it like so:

The fundamental question is who keeps the other person's wishes in mind when they get ready to play; does the GM design a campaign based around what the players want to play, or do the players make PCs based around the type of campaign the GM is setting up?

Obviously, the answer is somewhere in the middle, but really it tends towards one or the other sides of the middle, which is the rub.
I think that most games are predicated upon the DM makes the rules, the players live with it or quit. Good games and DMs will try to accomodate players but bad players will always try to push things through that are unacceptable. That is partially what tim was talking about, I think. I hate it, absolutely hate it, when players try to force me to run my game a certain way. Again, if they don't like something I've established they are welcome to quit and start their own game. But as long as I'm running it (DMing it) they have to, on some level, play by my rules.

Now, I'm a lenient DM so I'll give my players the chance to change my mind, but they know that certain books and issues are not even going to be considered. Mostly that is due to abuse on the players behalf. And though I'm lenient, I'd still put that control in the DM's hands ultimately - which, from what I've seen, is what WotC is kind of doing with these rules anyway. So I don't see the issue.
 

Tovec said:
Now who is dictating what. Who says sorcerers have to be loners? Who says they can't go to school to train their "talent"? Their talent is entirely innate and within them, but who says they can't study to get better at it. Who says they shouldn't be able to even.

I'm going by the default flavour of sorcerers in 3.5 Edition:

3.5 PHB p 51 said:
Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. ...

((p 53) Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help him understand and use his new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family.

Sorcerers have no sense of identity as a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.

So, yeah, the flavour of sorcerers right in the books is that they are loners who don't go to schools to train. That's the primary flavor difference between sorcerers and wizards. They don't need to study. After all, what would they study? Their talent is entirely innate.

Now, I'm a lenient DM so I'll give my players the chance to change my mind, but they know that certain books and issues are not even going to be considered. Mostly that is due to abuse on the players behalf. And though I'm lenient, I'd still put that control in the DM's hands ultimately - which, from what I've seen, is what WotC is kind of doing with these rules anyway. So I don't see the issue.

This is how I roll as well. And, yeah, there are things I will not bend on, depending on the campaign. The issue here though, is that WOTC, by setting specific defaults, is pushing a very specific vision of how the game should be played. All wizards are vancian. All sorcerers are this. All warlocks are that. Which is fine and dandy if you happen to agree with the defaults. But, considering how badly people reacted to the idea of simply refluffing classes in 4e, I cannot see how this will be any better. Sure, in my game, it would be a simple matter of swapping things out. But, again, looking at the reaction in 4e, people are absolutely wedded to the name of classes. "I want to be a fighter that uses a bow and wears leather armor!!!!!" Telling people that they can simply switch things out, unless WOTC is absolutely crystal clear on this intent, will result in the exact same complaints. "I want to do X but the rules won't let me!!! This game is teh suxxors!!!"

Once upon a time, players and DM's molded games. Now, I don't think so. I think that there is a significant group of players and DM's for whom the rules have become sacrosanct and must never be changed. By adding in defaults, unless those defaults line up exactly with what this group of players expects, is going to result in endless kvetching about how the game has changed and lost its soul and a whole list of other complaints.

I'd much, much rather they simply give the options and tell DM's very clearly, "You and your players pick from the cart".
 

So, yeah, the flavour of sorcerers right in the books is that they are loners who don't go to schools to train. That's the primary flavor difference between sorcerers and wizards. They don't need to study. After all, what would they study? Their talent is entirely innate.
I would only point out that not needing to study to learn magic =/= Loners. Also, that it was your comment about how they should be as opposed to anything else that I actually disagreed with. You seem against anyone describing how classes should be but then you did it with the sorcerers = loners comment. In either case I can let it go, I just felt like pointing it out.

This is how I roll as well. And, yeah, there are things I will not bend on, depending on the campaign. The issue here though, is that WOTC, by setting specific defaults, is pushing a very specific vision of how the game should be played. All wizards are vancian. All sorcerers are this. All warlocks are that. Which is fine and dandy if you happen to agree with the defaults. But, considering how badly people reacted to the idea of simply refluffing classes in 4e, I cannot see how this will be any better. Sure, in my game, it would be a simple matter of swapping things out. But, again, looking at the reaction in 4e, people are absolutely wedded to the name of classes. "I want to be a fighter that uses a bow and wears leather armor!!!!!" Telling people that they can simply switch things out, unless WOTC is absolutely crystal clear on this intent, will result in the exact same complaints. "I want to do X but the rules won't let me!!! This game is teh suxxors!!!"
You had me at the beginning but lost me towards the end with "This game is teh suxxors" comment.

I definitely agree with the problems in refluffing (as you put it) classes to make them into something different. I'd hate to be in a 3e game where I'm told that I have to play a sorcerer class, but call it a wizard, instead of playing a wizard class. Or in a 4e game where I have to play a ranger, call it a fighter, in order to play an archer.

I don't think that automatically leads to "defaults are bad". I think defaults can be bad, but I don't think they have to be. In fact I think it is probable that they will have a default mode, for all the classes, with options to switch it out. I'd be okay (assuming I liked psionic power points) of using the Psion's mechanics for the wizard. I'd hate to have to play the Psion and call it a wizard. Those are very different things.

But what I think will happen, for example, is say that all classes use a vaguely 3e design. Let's say for argument sake that the wizard will use slots (and memorization, etc.) and all the normal fluff that goes with them (as per 3e) by default. Let's also say that sorcerers and bards will be how they were in 3e. Now, from there, we have a template where wizards have memorize and forget mechanics based on spell slots, and sorcerers having roughly the same power level but instead relying on spontaneousness. Bards, similarly, will be spontaneous but they'll have fewer spell levels than a sorcerer. Changing to power points, AEDU or any other method (3e warlock's invocations maybe?) shouldn't affect these power levels, nor the choices available. It changes only how they cast the spells. I don't see this as bad or even hard to directly identify.

If anything it will be much easier, and more acceptable than 4e, if WotC puts specific instructions on HOW and WHERE to rules on changing spell-slots for other systems. They just have to be very direct and upfront about it, in order to nip this problem in the bud. I think it helps if they go with a default system for all classes, be that vaguely 3e, 4e or even AD+D for all I care. So that people don't feel like one class is getting preferred treatment.

What I'm saying I guess, and what I have been, is that there is so much more that defines a class than just how they cast spells or how they fight. Monks, Paladins, and Barbarians all ostensibly used the same structure to fight in 3e, but they weren't the same. That is why I'm more worried about how WotC differentiates the classes, than what the mechanics are.
Once they get the power levels, abilities and other aspects of the classes right they can worry about fixing how people cast spells and how they give us the tools to change or pick the system that we want right out of the box.

Once upon a time, players and DM's molded games. Now, I don't think so.
I agree with this too. That is why we have to be clear that there are other versions for mechanics and how to easily swap them in or out. They can't be tacked on and they can't be relegated to other books or random obscure chapters. They have to be right up front. Back in the day people played because they were a little obsessed. Most who play now look for a game they can easily run. They need to make sure to cater to both. Some are willing to put in a bunch of time to convert or fix things but most of us aren't.

I'd much, much rather they simply give the options and tell DM's very clearly, "You and your players pick from the cart".
Same here. They have to be careful on how they do it, as per the fighters without bows problem in 4e. But it isn't insurmountable or even difficult, just tricky.
It's a dial that needs to be big and red and flashing and waiting for them the first time they crack open the chapter that holds the wizard, sorcerer and warlock.
I'd say its more important than how much power each of the classes have. Magic can always be cranked up, and with effort powered down too. It is probably the number 2 issue in my mind, right after getting HP right - or close enough that I can easily change it to have it my way, and you yours.
 

Tovek said:
I would only point out that not needing to study to learn magic =/= Loners. Also, that it was your comment about how they should be as opposed to anything else that I actually disagreed with. You seem against anyone describing how classes should be but then you did it with the sorcerers = loners comment. In either case I can let it go, I just felt like pointing it out.

Not exactly. I'm all for having default flavour for classes. That's the best way, IMO, to differentiate between classes. Wizards are arcane sages, sorcerers are natural talents, warlocks are bound to some extra planar being, that sort of thing. So, no, I've never had any problem with there being a default flavour for the class. To me, that's what a class is - the flavour.

My issue is that I don't feel that mechanics are necessarily needed to be included in that default. Sorcerers aren't different from wizards because of spontaneous casting mechanics. They're different because they have very different approaches in the game world - wizards as uber-geek students and sorcerers as mutants. ((Ok, that was a joke :D))

I mean, mechanically, there is very, very little to distinguish a 3e fighter from a 3e ranger. Ranger gets a pet, which a fighter could get through the Leadership feat (and he has feats to spare). Rangers are two weapon fighters - which again the fighter could be if he so chose. You could pretty easily make a fighter that looks a lot like a ranger. Yet, no one is saying that fighters should use entirely different combat mechanics from rangers in order to distinguish the two classes. Why are we insisting that caster classes must be differentiated by using entirely different caster mechanics?
 

They're different because they have very different approaches in the game world - wizards as uber-geek students and sorcerers as mutants. ((Ok, that was a joke :D))
Specifically, that was an Order of the Stick* joke. :p

* Start of Darkness, if you really must know.
 


If that is true, then 90% of the time, people will play sorcerers with non-vancian casting. What's the problem here? I'm saying that you have the ability to choose. You want X, and can have X. What happens if WOTC defaults to something you don't like?

As long as the default allows for a clean way to accurately translate 3.x and 4e sorcerers and warlocks I don't think anybody will complain. (the version of the sorcerer they showed previously didn't allow for that and was over-the-top). All I'm asking is for a simple default, not an esoteric way to get something that looks simple from the outside but is fundamentally complex.

Simple default versus Sim-simple

Character creation:
* Simple: All you need is listed as is on the class page, people wanting soemthing more complex need to flip back and fort and make an effort to get what they want.
* Sim simple: Everybody has to flip back and fort to get what you want, people wanting something complex barely notice the difference, but if you want something simple you need to put more effort.

Level-up:
* Simple: You just take what it says on the table for your level, if you took somehting more complex you may need to crossreference.
* Sim-simple: Everybody has to crossreference tables to level up, if you want something simple you might need to crossreference further. Or worse case escenario, nobody but the players wishing something simple will have to crossreference.

My point is, without a simple deault you are punishing people who want to play something simple in order to spare people who want soemthing complex a little in the process or to somehow give them a sense of legitimacy. And in the case of sorcerers that is glaring because they have always been dead simple compared to wizards, those of us who play them are used to it, that is part of the charm of the class, failure to give a simple default that captures the essence of the class will only catter to sor-haters.

Ok, couple of points. Number one, it's been presumed throughout this thread that all casting will be balanced against each other. No option is better than another. And no amount of rules can save you from a douchebag DM. Besides all that, in all the years I've been on En World, I've never once seen anyone actually complain about the sorcerer or the warlock. I'm thinking that this is a pretty big hypothetical.

In order, from the very beginning I'm been very realistical about it, no amount of good will can change the fundamental nature of different casting systems, some are fundamentally different than others, what barely keeps in check one system will completely gimp another, what is a modest bump for one is a huge boost of power for another. YOU CANNOT BALANCE VANCIAN,AEDU, SPONTANEOUS, SPELL POINTS, RITUAL AND AT-WILL USING THE SAME NUMBERS, to achieve class balance you need to take into account what system each class is using, you have to balance classes as a whole not by parts.

And I know, I'm even very vocal about that no number of rules will solve problems with the people at your table, I've have even stated an almost equal quote before. But having a default really helps to achieve a better communication, for example with 3.5 and it's default sorcerer, a DM starting a game who doesn't like sorcerers has the option to outright state "no sorcerers" or "if you want to play sorcerer this are the changes", if you don't find such statements you can easily assume it won't be a problem and if you find them you just know better not to get involved, anyway, the exceptional nature of the changes just helps to highlight them when they happen. (More to this point below)

Finally, Enworld isn't the only rpg site, and they indeed exist -even here on Enworld- they just aren't very vocal. I've gotten at least a couple of outright "I don't like sorcerers" from posters here. Even if not outright hate, there is a lot of dismissiveness and contempt given to the classes.

Ok, I'm still rather baffled by this. There is virtually no mechanical difference between a sorcerer and a wizard in 3e. Both are strongly Vancian casters. The only real mechanical difference is the rate of gaining spells. Complaining that allowing Vancian sorcerers will "dilute" what a sorcerer means is pretty out there. I mean, looking at the two classes, what real differences are there mechanically? They have exactly the same spell list, exactly the same recharge mechanics (must sleep 8 hours), and their spells do exactly the same thing. Again, the only real difference is that a sorcerer gets less spells to choose from.

This is not a huge mechanical hurdle.

No, they are fundamentally diferent, they use a similar estructure and the same spells, but those are superficial differences. The 3e sorcerer isn't vancian at all, they are slot-based, but not vancian for any measure -in fact a vancian sorcerer is a huge no, a GARGANTUAN contradiction and not worth the extra effort needed to make room for it in the class-, there is zero fire-and-forget which is the whole point of vancian. And despite having a shared spell-list there were spells that still remained exclusive to one of the classes. And despite needing 8 hours of sleep sorcerers could retgain their spells even when tied, gag-mouthed and blindfolded and in fifteen minutes instead of a whole hour in front of a heavy tome. While the original sorcerer started very similar to the wizard, the class has been on the path of a divergent evolution, gainning more and more things of it's own.

If the various forms of casting are not balanced, then that is a failure on the part of WOTC. All three systems need to be developed in tandem and need to be kept in balance. Having one a default and then tack on another two as afterthoughts is the fastest way to have underdeveloped options that are never properly utilized. Instead, why not have all three systems balanced against each other?

Again, I'd rather have a simple default that captures the essence of the class and allows for a propper balancing OF THE CLASS, having to worry about balance of different casting systems for a class that has traditionally being second rate will only produce incentives to balance it using the strongest casting system instead of the system that goes better with the class. Most of the time the different systems of casting are inherently different in power, not being able to balance them with the same numbers would hardly be WotC's fault, not balancing classes propperly by wasting time on a fools errand would. And sacrificing the value of a simple default in the name of it all doesn't make it better.

Basically what you are saying here is that because YOU play online... you don't want to take the extra 15 minutes out of your day to look through a large list of modules that the DM is offering forth in his game. You want it all neatly wrapped up in a cute little package so that you don't even have to think about how the game is going to play.

Well, I'm sorry... but D&DN isn't being designed just to make your life easier. It's to allow EVERYBODY to play the kind of D&D game they wish to play (or as close as they can get.)

First of all I'm not the only one who plays online, about other seventy thousand people do too -and that is only Rpol's numbers-, not being able to have a steady group doesn't makes me a third-rate gamer. And this isn't about wanting to save 15 minutes readying and understanding a large list of modules, on more dedicated pbp sites it isn't uncommon to have to swallow pages and pages of game information before even being able to apply to join a game, this isn't just about convenience, this is about finding the game I want to play. Lacking common ground and assumptions makes it harder to find a suitable game, when there are defaults everybody can focus on the important stuff -like setting, mood, pace, if it is going to be combat centric or not- you can even say this is a Gestalt Game, this is a PHB 1,2,3 only game, anything goes but not essentials, etc. Having a default allows those cases to highlight themselves from the rest and every DM that changes a fundamental assumption about the game knows before hand that there will be consecuences, that you will turn some people off, while Dm's that don't care don't even need to make a statement. But in a world where d&d lacks any assumption at all, all of it becomes noise. You just force everybody to take a stand or risk facing a wacky out of control endless mess that they won't be able to handle (nothing kills an online d&d game faster that unlimited unrestricted options), and without a solid baselines DM's can only take a guess on how to turn the dials, they no longer know if what they are picking will turn off the mainstream of d&d gamers or not, conversely a player looking for a game no longer knows if a DM who says "sorcerers are vancian" really means it or is just taking an educated guess, which translates on players being turned off from games that they would normally apply to and trying to apply to games were they really aren't expected, which also creates more work for DM's:

Appart from the normal time to set up a game -create a setting, advertise, stating houserules and excceptions, decide who to take in between submisions - they now need to fiddle individually with every single dial for every single class hoping not to scare away the players they want while also dealing with the extra workload that is implied by the needed clarifications -"did you really truly mean x? is it ok if I use y instead?"-. What before was an extra effort exclusive to those explicitly wanting to go counter current is now mandatory for everyone just to give out an open sense of legitimacy.

Not exactly. I'm all for having default flavour for classes. That's the best way, IMO, to differentiate between classes. Wizards are arcane sages, sorcerers are natural talents, warlocks are bound to some extra planar being, that sort of thing. So, no, I've never had any problem with there being a default flavour for the class. To me, that's what a class is - the flavour.

My issue is that I don't feel that mechanics are necessarily needed to be included in that default. Sorcerers aren't different from wizards because of spontaneous casting mechanics. They're different because they have very different approaches in the game world - wizards as uber-geek students and sorcerers as mutants. ((Ok, that was a joke :D))

I mean, mechanically, there is very, very little to distinguish a 3e fighter from a 3e ranger. Ranger gets a pet, which a fighter could get through the Leadership feat (and he has feats to spare). Rangers are two weapon fighters - which again the fighter could be if he so chose. You could pretty easily make a fighter that looks a lot like a ranger. Yet, no one is saying that fighters should use entirely different combat mechanics from rangers in order to distinguish the two classes. Why are we insisting that caster classes must be differentiated by using entirely different caster mechanics?

However I do think mechanics should be part of that default, one thing is to want a mechanical default and another entirely different is to want that mechanic to be hard codded to do only one or two things, one thing is to wish for all sorcerers to be non-vancian and get propperly balanced as that, and another entirely different to want all sorcerers to be blasters on a very speciffic way.

I do agree that the most significant difference between a wizard and a sorcerer is from flavor, but without a mechanic to back up that flavor, it becomes meaningless, useless and dispossable fluff. -The same way than in 4e the music instruments listed were worthless, because they were only fluff without any mechanic to back them up like the perform skill, or allowing them to work as normal implements for bards, heck they couldn't even be used as a focuss for bard rituals-. I want sorcerers to have a mechanic that goes along with their flavor, not one that is dissociated from it. I'm against the mechanical dilution of what a sorcerer is, specially if it is to please wizard players who hate vancian, I don't care if they make it possible to make a wizard that cast in the same way a sorcerer would, I only care that sorcerers are sorcerers instead of empty fluff because of needless simmetry.
 

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