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General Tabletop Discussion
*Dungeons & Dragons
UA Spell Versatility: A deeper dive
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<blockquote data-quote="Bacon Bits" data-source="post: 7852593" data-attributes="member: 6777737"><p>You're way overthinking things.</p><p></p><p>In the D&D Beyond video, Crawford explained that there's a segment of the population that are playing the game much more slowly than they imagined. These options are primarily meant for them.</p><p></p><p>However, for everyone else, you should take this as the designers of the game telling you that the game will not fall apart if you make changes like these. You don't have to use these options, but you will not run into any major problems of balance by using them. In other words, <em>the game was designed or tested under cases that you would always have the right spell prepared for every encounter</em>. Thinking about it from a balance perspective, you would have to design the game that way because some players are much better at choice than others.</p><p></p><p>Quite often, we see playtest rules from WotC and they take a very broad tack. Then, when the rules get finalized, they are published with a much narrowed version that looks like a subset of the playtest rule. Crawford has called this "one implementation of the actual rule". The actual fully flexible rule almost never gets published (probably because it's too much crunch for many tables). In any case, the point is: I assume <em>all</em> the game rules work like that. The Bard in our PHB is just one implementation of a much more complex set of rules that define what the class should be.</p><p></p><p>That doesn't mean that there's no possibility of mistakes, nor that the flavor of every rule works at every table, of course. Just that when the designer tells us that something is within the scope of a class that we should probably have to play with it to see what actually doesn't work.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7852593, member: 6777737"] You're way overthinking things. In the D&D Beyond video, Crawford explained that there's a segment of the population that are playing the game much more slowly than they imagined. These options are primarily meant for them. However, for everyone else, you should take this as the designers of the game telling you that the game will not fall apart if you make changes like these. You don't have to use these options, but you will not run into any major problems of balance by using them. In other words, [I]the game was designed or tested under cases that you would always have the right spell prepared for every encounter[/I]. Thinking about it from a balance perspective, you would have to design the game that way because some players are much better at choice than others. Quite often, we see playtest rules from WotC and they take a very broad tack. Then, when the rules get finalized, they are published with a much narrowed version that looks like a subset of the playtest rule. Crawford has called this "one implementation of the actual rule". The actual fully flexible rule almost never gets published (probably because it's too much crunch for many tables). In any case, the point is: I assume [I]all[/I] the game rules work like that. The Bard in our PHB is just one implementation of a much more complex set of rules that define what the class should be. That doesn't mean that there's no possibility of mistakes, nor that the flavor of every rule works at every table, of course. Just that when the designer tells us that something is within the scope of a class that we should probably have to play with it to see what actually doesn't work. [/QUOTE]
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