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General Tabletop Discussion
*Dungeons & Dragons
What classes do you want added to 5e?
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<blockquote data-quote="Tony Vargas" data-source="post: 6722973" data-attributes="member: 996"><p>My only reservation about recharge mechanics is that 5e combats tend to be so short. Recharge takes some time to happen. I suppose that's an issue with any attempt at tactical depth, as well - it simply doesn't have time to develop.</p><p></p><p>'Spending' an attack for some benefit - like being able to use a more potent maneuver, perhaps, does sound like an idea, though.</p><p></p><p>When you're talking viable options based on the class itself, not really. But, yes, /everyone/ has options in 5e, particularly the option to go 'outside the box' and declare an action the rules don't cover - a good DM will take advantage of that to make the game more fun and interesting, especially if it gives a neglected PC a shot at a little spotlight time. That a fighter PC is more likely to benefit from that sort of DM beneficence, though, only highlights how limited the class, itself, is.</p><p></p><p>Ultimately, in a well-run 5e game, it's not an insurmountable issue. If you want a lot of options that don't require a great deal of DM buy-in, you simply play a caster. If you have a good raport with the DM and are on the ball, you can get a less monotonous experience, even from a Fighter (Champion). In the mean time, the Champion is there for anyone who does want a very simple character.</p><p></p><p>I haven't looked at GURPS in a long time. Has it really changed that much? I recall it as a heavily skill-based point-buy system with combat options as you describe in the first sentence. The idea of combat options as 'powers' in GURPS seems quite alien to me. Powers as powers - as in GURPS:Supers, sure, but combat options as powers?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6722973, member: 996"] My only reservation about recharge mechanics is that 5e combats tend to be so short. Recharge takes some time to happen. I suppose that's an issue with any attempt at tactical depth, as well - it simply doesn't have time to develop. 'Spending' an attack for some benefit - like being able to use a more potent maneuver, perhaps, does sound like an idea, though. When you're talking viable options based on the class itself, not really. But, yes, /everyone/ has options in 5e, particularly the option to go 'outside the box' and declare an action the rules don't cover - a good DM will take advantage of that to make the game more fun and interesting, especially if it gives a neglected PC a shot at a little spotlight time. That a fighter PC is more likely to benefit from that sort of DM beneficence, though, only highlights how limited the class, itself, is. Ultimately, in a well-run 5e game, it's not an insurmountable issue. If you want a lot of options that don't require a great deal of DM buy-in, you simply play a caster. If you have a good raport with the DM and are on the ball, you can get a less monotonous experience, even from a Fighter (Champion). In the mean time, the Champion is there for anyone who does want a very simple character. I haven't looked at GURPS in a long time. Has it really changed that much? I recall it as a heavily skill-based point-buy system with combat options as you describe in the first sentence. The idea of combat options as 'powers' in GURPS seems quite alien to me. Powers as powers - as in GURPS:Supers, sure, but combat options as powers? [/QUOTE]
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What classes do you want added to 5e?
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