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What needs to be fixed in 5E?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5706712" data-attributes="member: 54877"><p>And this brings us to why if the game is to be exception-based design, it should be exception-based design done properly. Right up front is that things that <strong>are</strong> alike are classed alike, and things that are not alike, are not.</p><p> </p><p>This is why I said that even if most powers and features are done in common lists, there should be room for the exceptions. Classes can have their own powers and features. Classes can have more or less access to the common lists. </p><p> </p><p>Assume for a moment that all powers of a given level and purpose are close enough to equal to be tolerable. Then it matters not if the paladin has, say, 8 common powers and features and only 2 special paladin ones, while the monk reverses this ratio. That just says that the monk class is more of an exception than the paladin, and the writers have chosen neither to clutter the common lists with powers only the monk will have, nor make the paladin, fighter, etc. have highly redundant list simply to meet the arbitrary demand of each list being separate.</p><p> </p><p>There is a small argument to be made that each class having a separate list would lead to some ease of use by the players, and this would be worth whatever redundancy crept in. At launch, it wasn't completely off-base, especially for people not familiar with some of the common pitfalls of misapplied exception-based design. However, I think 4E has proven that argument false. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>It is rather surprising that this misapplication of the design persisted when they had the good sense to realize that "filling out the grid" simply to have it filled out, was not good. Thus the relunctance to do the martial controller. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5706712, member: 54877"] And this brings us to why if the game is to be exception-based design, it should be exception-based design done properly. Right up front is that things that [B]are[/B] alike are classed alike, and things that are not alike, are not. This is why I said that even if most powers and features are done in common lists, there should be room for the exceptions. Classes can have their own powers and features. Classes can have more or less access to the common lists. Assume for a moment that all powers of a given level and purpose are close enough to equal to be tolerable. Then it matters not if the paladin has, say, 8 common powers and features and only 2 special paladin ones, while the monk reverses this ratio. That just says that the monk class is more of an exception than the paladin, and the writers have chosen neither to clutter the common lists with powers only the monk will have, nor make the paladin, fighter, etc. have highly redundant list simply to meet the arbitrary demand of each list being separate. There is a small argument to be made that each class having a separate list would lead to some ease of use by the players, and this would be worth whatever redundancy crept in. At launch, it wasn't completely off-base, especially for people not familiar with some of the common pitfalls of misapplied exception-based design. However, I think 4E has proven that argument false. :D It is rather surprising that this misapplication of the design persisted when they had the good sense to realize that "filling out the grid" simply to have it filled out, was not good. Thus the relunctance to do the martial controller. ;) [/QUOTE]
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