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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Truly Understanding the Martials & Casters discussion (+)
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="EzekielRaiden" data-source="post: 8547753" data-attributes="member: 6790260"><p>Uh...no, I'm sorry, flavorful homebrew is NOT easy to do. In fact, it's EXTREMELY DIFFICULT, that's one of the biggest problems I have with 5e. It presents this idea of being easy but it's actually really really hard to make a new class or a new subclass. People will RIP into you for it being too weak or too strong. People will oppose <em>literally anything</em> you do. I asked about PrCs, and was massively told "NO PrCs, those are HORRIBLE ROTTEN GARBAGE, just make it feats those are perfectly fine," except they <em>aren't</em> fine, because whenever people talk about feats, SO DAMN MANY then immediately say how horrible and awful feats are and how the game should never have had them in the first place. And new <em>classes</em>? <em>Fuggedaboutit</em>. There's been a near-constant push since the D&D Next playtest to eliminate as many classes as possible; even the "core four" aren't immune.</p><p></p><p>It's hard to write effective, balanced homebrew. It's harder still to find people willing to usefully critique it, rather than simply shout it down as unnecessary or wrong-headed. And it's <em>damn near impossible</em> to sell DMs on homebrew you find or make. The odds of actually getting to play homebrew you like are fantastically small unless you're already good friends with the DM, and <em>I don't have anyone like that</em>. LOTS of people don't in this modern, internet-heavy D&D culture we now have.</p><p></p><p></p><p>And...you know that this group is bigger than the group that's been frustrated by the caster/martial disparity for <em>literal decades</em>...how, exactly?</p><p></p><p>Besides, you are <em>yet again</em> talking about perfection--optimality, in this case--when <em>again</em> that is NOT what I'm talking about. I'm not expecting Fighters to be "optimal" in non-combat situations. I just want them to have SOMETHING meaningful they can contribute. What that should be, I don't know. Rogues have things like Reliable Talent and Expertise which are very easy to use ("anything less than 10 is 10," "double your proficiency bonus") and require essentially no mental overhead. Why can't Fighters get something different (since I want classes to remain distinct) but comparable? That would go a ways to addressing the problem; I cannot say for sure that it would be enough, but it would be <em>something</em>.</p><p></p><p></p><p>Again: who said these options have to be complicated? Who said they have to come at the cost of "handicapping" characters in combat? And why are we designing rules for people who <em>don't even look at them?</em></p><p></p><p>I'm sorry but this is just ridiculous. We're now designing a game for people who don't actually want to play the things that the designers have explicitly said matter most. And we're <em>not</em> designing it for the in principle <em>just as significant</em> group of people who aren't interested in combats and just want intrigues, who don't think there <em>should</em> be combat deaths or the like. It's all incredibly circular and just...really difficult to understand. We should bend the whole rest of the game--and snub all the many people who want Fighters that are enjoyable in <em>all</em> of the things D&D is <em>explicitly designed to do</em>--solely because a few people are <em>too busy to read the rules</em> and (somehow, for ill-defined reasons) feel <em>weaker in combat</em> because...they're able to do things that <em>aren't</em> in combat...?</p><p></p><p>Perhaps this is a massive misunderstanding on my part, but I'm just...no. You have challenged whether it's worth pursuing this thing, and offered a <em>dramatically more niche</em> alternative instead. Unless and until you can demonstrate to me that <em>at least two decades</em> of people BITTERLY complaining about this problem is outweighed by the people who are so desperate to <em>avoid</em> playing the other explicitly-essential parts of the game's design, I don't and won't buy it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8547753, member: 6790260"] Uh...no, I'm sorry, flavorful homebrew is NOT easy to do. In fact, it's EXTREMELY DIFFICULT, that's one of the biggest problems I have with 5e. It presents this idea of being easy but it's actually really really hard to make a new class or a new subclass. People will RIP into you for it being too weak or too strong. People will oppose [I]literally anything[/I] you do. I asked about PrCs, and was massively told "NO PrCs, those are HORRIBLE ROTTEN GARBAGE, just make it feats those are perfectly fine," except they [I]aren't[/I] fine, because whenever people talk about feats, SO DAMN MANY then immediately say how horrible and awful feats are and how the game should never have had them in the first place. And new [I]classes[/I]? [I]Fuggedaboutit[/I]. There's been a near-constant push since the D&D Next playtest to eliminate as many classes as possible; even the "core four" aren't immune. It's hard to write effective, balanced homebrew. It's harder still to find people willing to usefully critique it, rather than simply shout it down as unnecessary or wrong-headed. And it's [I]damn near impossible[/I] to sell DMs on homebrew you find or make. The odds of actually getting to play homebrew you like are fantastically small unless you're already good friends with the DM, and [I]I don't have anyone like that[/I]. LOTS of people don't in this modern, internet-heavy D&D culture we now have. And...you know that this group is bigger than the group that's been frustrated by the caster/martial disparity for [I]literal decades[/I]...how, exactly? Besides, you are [I]yet again[/I] talking about perfection--optimality, in this case--when [I]again[/I] that is NOT what I'm talking about. I'm not expecting Fighters to be "optimal" in non-combat situations. I just want them to have SOMETHING meaningful they can contribute. What that should be, I don't know. Rogues have things like Reliable Talent and Expertise which are very easy to use ("anything less than 10 is 10," "double your proficiency bonus") and require essentially no mental overhead. Why can't Fighters get something different (since I want classes to remain distinct) but comparable? That would go a ways to addressing the problem; I cannot say for sure that it would be enough, but it would be [I]something[/I]. Again: who said these options have to be complicated? Who said they have to come at the cost of "handicapping" characters in combat? And why are we designing rules for people who [I]don't even look at them?[/I] I'm sorry but this is just ridiculous. We're now designing a game for people who don't actually want to play the things that the designers have explicitly said matter most. And we're [I]not[/I] designing it for the in principle [I]just as significant[/I] group of people who aren't interested in combats and just want intrigues, who don't think there [I]should[/I] be combat deaths or the like. It's all incredibly circular and just...really difficult to understand. We should bend the whole rest of the game--and snub all the many people who want Fighters that are enjoyable in [I]all[/I] of the things D&D is [I]explicitly designed to do[/I]--solely because a few people are [I]too busy to read the rules[/I] and (somehow, for ill-defined reasons) feel [I]weaker in combat[/I] because...they're able to do things that [I]aren't[/I] in combat...? Perhaps this is a massive misunderstanding on my part, but I'm just...no. You have challenged whether it's worth pursuing this thing, and offered a [I]dramatically more niche[/I] alternative instead. Unless and until you can demonstrate to me that [I]at least two decades[/I] of people BITTERLY complaining about this problem is outweighed by the people who are so desperate to [I]avoid[/I] playing the other explicitly-essential parts of the game's design, I don't and won't buy it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Truly Understanding the Martials & Casters discussion (+)
Top