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What needs to be fixed in 5E?
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<blockquote data-quote="Tony Vargas" data-source="post: 5715560" data-attributes="member: 996"><p>Both the systems you describe result in characters with 2 non-combat abilities and 2 combat abilities - assuming each ability is balanced, the characters are thus reasonably balanced, no one has 4 combat abilities and no non-combat, for instance. The first can potentially generate 400 mechanically distinct characters, the second 20. So, yes, there are more permutations - of characters. There are not more permutations of, say, combat powers. </p><p></p><p>Now, with the dual-use system, it's possible you could have some powers that have a better-than-average combat effect, and a less-desireable non-combat one (IMHO, given how designers tend to think as a game ages and it gets harder to come up with 'good' material, I'd expect that to become quite prevelent, eventually). That would end up having the same de-facto effect as trading in non-combat for combat.</p><p></p><p>One thing I liked about 4e's class structure, and would like about a 'silo' aproach is that it's a structure. It makes it easier to stick to balanced designs... and obvious when you've run out...</p><p></p><p>It's easier to fix one or two broken feats than to fix all the options in a 'LOT of options' combo.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5715560, member: 996"] Both the systems you describe result in characters with 2 non-combat abilities and 2 combat abilities - assuming each ability is balanced, the characters are thus reasonably balanced, no one has 4 combat abilities and no non-combat, for instance. The first can potentially generate 400 mechanically distinct characters, the second 20. So, yes, there are more permutations - of characters. There are not more permutations of, say, combat powers. Now, with the dual-use system, it's possible you could have some powers that have a better-than-average combat effect, and a less-desireable non-combat one (IMHO, given how designers tend to think as a game ages and it gets harder to come up with 'good' material, I'd expect that to become quite prevelent, eventually). That would end up having the same de-facto effect as trading in non-combat for combat. One thing I liked about 4e's class structure, and would like about a 'silo' aproach is that it's a structure. It makes it easier to stick to balanced designs... and obvious when you've run out... It's easier to fix one or two broken feats than to fix all the options in a 'LOT of options' combo. [/QUOTE]
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What needs to be fixed in 5E?
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