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
*Pathfinder & Starfinder
Vancian Spellcasting's Real Problem - CoDzilla
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="Crazy Jerome" data-source="post: 5857744" data-attributes="member: 54877"><p>It need not be all or nothing to navigate the issues. What it does need is to have the niches identified clearly enough for the mechanics to make sense, and then build each class with strength and weaknesses geared towards those niches. Let's look at the historical problem classes and why they had those problems:</p><ul> <li data-xf-list-type="ul">Fighter - smacks things, and that's it.</li> <li data-xf-list-type="ul">Wizards - vast power until the spells run out.</li> <li data-xf-list-type="ul">Bard - not excellent at anything.</li> <li data-xf-list-type="ul">Thief - early skills didn't quite make up for frailness.</li> <li data-xf-list-type="ul">Cleric - pretty well-rounded, but spells focused on party.</li> <li data-xf-list-type="ul">Druid - lots of picky restrictions because of power, later power got unhinged.</li> <li data-xf-list-type="ul">Paladin - special abilities a bit weak sauce.</li> <li data-xf-list-type="ul">Ranger - overpowered, later spread to thin and thus weak.</li> </ul><p>The problems in all the classes start with the definitions of the fighter and wizard, and get worse as we jump through hoops trying to not face up to how narrow those are. </p><p> </p><p>IMHO, ideally classes should be good at A, decent at B, poor but supportive at C, and lousy at everything else--where everything else is defined as no more than two or three niches. (If more niches, spread out "good" to "lousy" fairly evenly.) In the worst cases of this problem, you get something like WoW, where there aren't enough applicable niches to spread out amongst the classes.</p><p> </p><p>Of course, the nasty details of making that work are determining exactly what the niches are--and then following through with mechanical heft to make those niches matter. If you want to make the wizard good at arcane power, decent at obscure lore--better make "obscure lore" something more than a fluff-only sop. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Make the party members need each other by having rules that require backup in most of the niches, to really perform well, but not absolutely critical to perform at all. That is, two decent healer are about equal to one good healer, and a good healer, decent healer combo is about optimum. (Assuming "healer" is a niche, which it might not be.) Then the possible combinations of classes in the party to get there is much more flexible.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5857744, member: 54877"] It need not be all or nothing to navigate the issues. What it does need is to have the niches identified clearly enough for the mechanics to make sense, and then build each class with strength and weaknesses geared towards those niches. Let's look at the historical problem classes and why they had those problems: [LIST] [*]Fighter - smacks things, and that's it. [*]Wizards - vast power until the spells run out. [*]Bard - not excellent at anything. [*]Thief - early skills didn't quite make up for frailness. [*]Cleric - pretty well-rounded, but spells focused on party. [*]Druid - lots of picky restrictions because of power, later power got unhinged. [*]Paladin - special abilities a bit weak sauce. [*]Ranger - overpowered, later spread to thin and thus weak. [/LIST]The problems in all the classes start with the definitions of the fighter and wizard, and get worse as we jump through hoops trying to not face up to how narrow those are. IMHO, ideally classes should be good at A, decent at B, poor but supportive at C, and lousy at everything else--where everything else is defined as no more than two or three niches. (If more niches, spread out "good" to "lousy" fairly evenly.) In the worst cases of this problem, you get something like WoW, where there aren't enough applicable niches to spread out amongst the classes. Of course, the nasty details of making that work are determining exactly what the niches are--and then following through with mechanical heft to make those niches matter. If you want to make the wizard good at arcane power, decent at obscure lore--better make "obscure lore" something more than a fluff-only sop. :D Make the party members need each other by having rules that require backup in most of the niches, to really perform well, but not absolutely critical to perform at all. That is, two decent healer are about equal to one good healer, and a good healer, decent healer combo is about optimum. (Assuming "healer" is a niche, which it might not be.) Then the possible combinations of classes in the party to get there is much more flexible. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Vancian Spellcasting's Real Problem - CoDzilla
Top