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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="pemerton" data-source="post: 6144736" data-attributes="member: 42582"><p>Repeating my answers from upthread:</p><p></p><p>(1) The reason for making it part of class build (rather than feat, background etc) is as I and [MENTION=2303]Starfox[/MENTION] have already indicated - only class features carry the mechanical heft required;</p><p></p><p>(2) The reason for linking it to healing is as I and [MENTION=87792]Neonchameleon[/MENTION] have already indicated - D&D relies upon healing, including spike healing, as the single most important contribution to PC effectiveness and staying power.</p><p></p><p>Here is Neonchameleon's explanation of (2), which I fully endorse:</p><p></p><p></p><p></p><p>And in response to this:</p><p>It's not that D&D <em>must</em>. It's that D&D <em>does</em> - but if it's all loaded in magic-using classes (as it is currently) that is a limitation on playable styles/genres.</p><p></p><p>And this:</p><p>As I said above, you need to be looking at elements of class build to get sufficient mechanical heft.</p><p></p><p>What is your view of my ideas in post 89 upthread?</p><p></p><p>I don't agree with this at all! Classes are one of the easiest ways to inject optional content (eg ever since 2nd ed AD&D psionics as an optional module have been introduced via classes).</p><p></p><p>Range: touch. Range of in-combat healing is one important balancing factor.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6144736, member: 42582"] Repeating my answers from upthread: (1) The reason for making it part of class build (rather than feat, background etc) is as I and [MENTION=2303]Starfox[/MENTION] have already indicated - only class features carry the mechanical heft required; (2) The reason for linking it to healing is as I and [MENTION=87792]Neonchameleon[/MENTION] have already indicated - D&D relies upon healing, including spike healing, as the single most important contribution to PC effectiveness and staying power. Here is Neonchameleon's explanation of (2), which I fully endorse: And in response to this: It's not that D&D [I]must[/I]. It's that D&D [I]does[/I] - but if it's all loaded in magic-using classes (as it is currently) that is a limitation on playable styles/genres. And this: As I said above, you need to be looking at elements of class build to get sufficient mechanical heft. What is your view of my ideas in post 89 upthread? I don't agree with this at all! Classes are one of the easiest ways to inject optional content (eg ever since 2nd ed AD&D psionics as an optional module have been introduced via classes). Range: touch. Range of in-combat healing is one important balancing factor. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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