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<blockquote data-quote="Oofta" data-source="post: 8550519" data-attributes="member: 6801845"><p>I know I'm breaking my own rule here but I wanted to attempt at clarification.</p><p></p><p>When we're playing D&D and resolving issues, our groups often discuss and brainstorm together. I'll make suggestions to the players of PCs that can do things my PC simply cannot. I don't care who does the bada-bing-bada-boom thing, all I care is that it happens, that different people worked together as a team. At work we have a network administrator. Without them, things crash. Their job is very important, but I don't want to be a network admin, even if they do have power I don't have. There are any number of other positions and roles I could mention. It's the same with an adventuring team. </p><p></p><p>People don't have to have exactly the same level of power or options in order to contribute and be part of a functioning team. I accept that when I play a fighter, if I want to fly I either need to get a magic item or ask the wizard to cast a spell. On the other hand, the wizard frequently has to make choices. Cast prismatic spray or save a slot for teleport if they need it? I don't always want to have to make those kind of choices.</p><p></p><p>As far as changes? Actual concrete, actionable suggestions:</p><ul> <li data-xf-list-type="ul">I could see tweaking how casters get back spells. Not as a nerf so much as giving groups more flexibility. Make it similar to arcane recovery which gives you back 1/2 your level in spell slots. Instead make it X times your level in spell slots with 4 times your level during a long rest being enough to almost always get back all your spells (I'd have to double check math). It gives people an option outside of the gritty rest rules I use to balance things out a bit, just lower X to the point that makes sense for your group.</li> <li data-xf-list-type="ul">I think fighters could use a bit of a boost. Give them a second fighting style after 1st and after first level they can choose either another fighting style or get expertise in a skill. Include the fighting styles from Tasha's in the core.</li> <li data-xf-list-type="ul">Make longbows versatile.</li> <li data-xf-list-type="ul">Grant more action surges and let them use action surges out of combat to get advantage on an ability skill check. Maybe. I don't want to step on the rogue niche too much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" /> </li> </ul><p>So change how casters recover makes what spells they use when more costly if you care, give fighters an option to beef up combat or out of combat a little. It doesn't change the nature of the game, but I don't think it needs that.</p><p></p><p>P.S. If we can have a conversation about real, concrete changes that could happen, great. If we just go back to bickering I won't bother responding.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8550519, member: 6801845"] I know I'm breaking my own rule here but I wanted to attempt at clarification. When we're playing D&D and resolving issues, our groups often discuss and brainstorm together. I'll make suggestions to the players of PCs that can do things my PC simply cannot. I don't care who does the bada-bing-bada-boom thing, all I care is that it happens, that different people worked together as a team. At work we have a network administrator. Without them, things crash. Their job is very important, but I don't want to be a network admin, even if they do have power I don't have. There are any number of other positions and roles I could mention. It's the same with an adventuring team. People don't have to have exactly the same level of power or options in order to contribute and be part of a functioning team. I accept that when I play a fighter, if I want to fly I either need to get a magic item or ask the wizard to cast a spell. On the other hand, the wizard frequently has to make choices. Cast prismatic spray or save a slot for teleport if they need it? I don't always want to have to make those kind of choices. As far as changes? Actual concrete, actionable suggestions: [LIST] [*]I could see tweaking how casters get back spells. Not as a nerf so much as giving groups more flexibility. Make it similar to arcane recovery which gives you back 1/2 your level in spell slots. Instead make it X times your level in spell slots with 4 times your level during a long rest being enough to almost always get back all your spells (I'd have to double check math). It gives people an option outside of the gritty rest rules I use to balance things out a bit, just lower X to the point that makes sense for your group. [*]I think fighters could use a bit of a boost. Give them a second fighting style after 1st and after first level they can choose either another fighting style or get expertise in a skill. Include the fighting styles from Tasha's in the core. [*]Make longbows versatile. [*]Grant more action surges and let them use action surges out of combat to get advantage on an ability skill check. Maybe. I don't want to step on the rogue niche too much. :unsure: [/LIST] So change how casters recover makes what spells they use when more costly if you care, give fighters an option to beef up combat or out of combat a little. It doesn't change the nature of the game, but I don't think it needs that. P.S. If we can have a conversation about real, concrete changes that could happen, great. If we just go back to bickering I won't bother responding. [/QUOTE]
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