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Volo's 5e vs Tasha's 5e where do you see 5e heading?
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<blockquote data-quote="Marandahir" data-source="post: 8283719" data-attributes="member: 6803643"><p>Theros might not provide design guidance, but it does suggest that Therosian heroes should feel more powerful as a result of the Greek-inspired heroic fantasy. At the same time, the end-level epic threats are even tougher than ever before, so you are assumed to accumulate even more power to eventually take them on. Fighters should be more like Achilles than like Jaimie Lannister, in terms of power level. </p><p></p><p>I would imagine they very well might include Supernatural Gifts or something similar in each setting going forward. I don't imagine they're make such any more core rules than they already are (they're in the DMG as an optional, alternative reward/power increase feature, especially for epic level characters who can no longer gain levels but still might want to get more powerful to try to take on the Gods). </p><p></p><p>In Dark Sun, I imagine that Wild Talents will be reprinted and suggested as an option for your Supernatural gift. But as I've said before, this is a part of Dark Sun's storytelling from the very beginning: in earlier editions, players were told to start at 3rd Level to show how Athasian heroes are even more special. In 4e, they got heroic themes to model that same concept. Supernatural Gifts fill that same niche by essentially being a 4th-level class feature granted to a 1st-level character (feat or ASI Increase).</p><p></p><p>If it does spread, it's power creep maybe. But what does that really mean? An extra orc thrown into the encounter with orcs? It's not a big deal. Just monitor throw well your players are handling the threats and modulate the threat level up if they're curb-stomping the adventure module.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 8283719, member: 6803643"] Theros might not provide design guidance, but it does suggest that Therosian heroes should feel more powerful as a result of the Greek-inspired heroic fantasy. At the same time, the end-level epic threats are even tougher than ever before, so you are assumed to accumulate even more power to eventually take them on. Fighters should be more like Achilles than like Jaimie Lannister, in terms of power level. I would imagine they very well might include Supernatural Gifts or something similar in each setting going forward. I don't imagine they're make such any more core rules than they already are (they're in the DMG as an optional, alternative reward/power increase feature, especially for epic level characters who can no longer gain levels but still might want to get more powerful to try to take on the Gods). In Dark Sun, I imagine that Wild Talents will be reprinted and suggested as an option for your Supernatural gift. But as I've said before, this is a part of Dark Sun's storytelling from the very beginning: in earlier editions, players were told to start at 3rd Level to show how Athasian heroes are even more special. In 4e, they got heroic themes to model that same concept. Supernatural Gifts fill that same niche by essentially being a 4th-level class feature granted to a 1st-level character (feat or ASI Increase). If it does spread, it's power creep maybe. But what does that really mean? An extra orc thrown into the encounter with orcs? It's not a big deal. Just monitor throw well your players are handling the threats and modulate the threat level up if they're curb-stomping the adventure module. [/QUOTE]
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Volo's 5e vs Tasha's 5e where do you see 5e heading?
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