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What makes a Warlord differ from a Bard?
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<blockquote data-quote="Tony Vargas" data-source="post: 6778173" data-attributes="member: 996"><p>Balance in 5e is primarily of the DM-managed, 'spotlight' sort. 5e tends strongly towards smaller battles where the PCs outnumber the monsters or are outnumbered by only a small factor. So that sort of ability is probably 'balanced' pretty effectively by simply not coming up often, by being 'situational.'</p><p></p><p>By giving it features with some in-play flexibility. </p><p></p><p>That's a much stronger argument for cutting down on arbitrary mechanical distinctions among classes than for not adding a given class. Under that assumption, the game would be much better off with a 'core 4' (or 3, per my last post) set of classes, or with class designs that were much more consistent. 5e does the former within the basic rules, and declines the latter in favor of class diversity.</p><p></p><p>It's also shading into a no-new-classes-ever catch-22. If a class is unique/interesting/different enough to 'justify' being a new class, turn it around and claim it's 'too much for players to have to learn.' Thus no new class can ever be justified - nor, for that matter, are most existing classes. So, IDK, play the basic game and don't worry about it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6778173, member: 996"] Balance in 5e is primarily of the DM-managed, 'spotlight' sort. 5e tends strongly towards smaller battles where the PCs outnumber the monsters or are outnumbered by only a small factor. So that sort of ability is probably 'balanced' pretty effectively by simply not coming up often, by being 'situational.' By giving it features with some in-play flexibility. That's a much stronger argument for cutting down on arbitrary mechanical distinctions among classes than for not adding a given class. Under that assumption, the game would be much better off with a 'core 4' (or 3, per my last post) set of classes, or with class designs that were much more consistent. 5e does the former within the basic rules, and declines the latter in favor of class diversity. It's also shading into a no-new-classes-ever catch-22. If a class is unique/interesting/different enough to 'justify' being a new class, turn it around and claim it's 'too much for players to have to learn.' Thus no new class can ever be justified - nor, for that matter, are most existing classes. So, IDK, play the basic game and don't worry about it. [/QUOTE]
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