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<blockquote data-quote="FormerlyHemlock" data-source="post: 6523721" data-attributes="member: 6787650"><p>Responding separately to these two points..</p><p></p><p>Actively managing play to ensure everybody "makes a difference" is one potential option. It's not the only one. Two alternatives occur: you could let the players self-manage (i.e. retire a character and make a new one as desired), and provide an XP table which allows the new character to catch up (nearly). Or, you could allow multiclassing to advance in both classes simultaneously, so that a character gains a lifetime profile which is similar to both. 5E implements #1, AD&D does #1 and #2. (I'm not sure if we're still talking about AD&D at this point or if we're talking general game design.)</p><p></p><p>"Avoid like the plague mixing direct combat and summoning at the same time," you mean. Use the right tool for the right foe. Shapechange recharges on a short rest and is a fairly rigid resource (use it or lose it). I'd use that on easier fights to get the party through the encounter at a low net resource cost; or I would use it for mobility while scouting; or I would use it for mobility during combat (e.g. while maintaining Call Lightning). Spell slots are long-rest and flexible, and any that you don't use can be banked as Goodberries for tomorrow; I'd use spells for the tougher fights, or if I wanted to save my shifting for later scouting or an elemental form. Different resources get managed separately, and that's an advantage--in precisely the same way that an AD&D fighter/mage benefits from being able to wade into combat OR cast spells. Playstyle difference: I'm calculating, not emotive, and I play stingy.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6523721, member: 6787650"] Responding separately to these two points.. Actively managing play to ensure everybody "makes a difference" is one potential option. It's not the only one. Two alternatives occur: you could let the players self-manage (i.e. retire a character and make a new one as desired), and provide an XP table which allows the new character to catch up (nearly). Or, you could allow multiclassing to advance in both classes simultaneously, so that a character gains a lifetime profile which is similar to both. 5E implements #1, AD&D does #1 and #2. (I'm not sure if we're still talking about AD&D at this point or if we're talking general game design.) "Avoid like the plague mixing direct combat and summoning at the same time," you mean. Use the right tool for the right foe. Shapechange recharges on a short rest and is a fairly rigid resource (use it or lose it). I'd use that on easier fights to get the party through the encounter at a low net resource cost; or I would use it for mobility while scouting; or I would use it for mobility during combat (e.g. while maintaining Call Lightning). Spell slots are long-rest and flexible, and any that you don't use can be banked as Goodberries for tomorrow; I'd use spells for the tougher fights, or if I wanted to save my shifting for later scouting or an elemental form. Different resources get managed separately, and that's an advantage--in precisely the same way that an AD&D fighter/mage benefits from being able to wade into combat OR cast spells. Playstyle difference: I'm calculating, not emotive, and I play stingy. [/QUOTE]
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