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What Should D&D 2024 Have Been +
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<blockquote data-quote="CapnZapp" data-source="post: 9356436" data-attributes="member: 12731"><p>A different thing I don't think 2024 D&D will accomplish, or even attempt:</p><p></p><p>Make sure spells don't do the specialist's job better than the specialist.</p><p></p><p>Just to give a single example: if a martial character (such as a Rogue) wants to become a master sneaker, the obviously superior approach is to get hold of the Pass without Trace spell. There's NOTHING the heroes can do without magic that comes even close to "everybody gets +10 Stealth, and just to rub it in, you leave no tracks - so the only way to track you is... even more magic!"</p><p></p><p>Trying to become the best sneaker in the land through skill alone doesn't hold a candle to the old guy who can't even find his own glasses casting a spell. Sure, your Stealth can be ten steps higher than his is without the spell, but the Dumbledore guy grants that to <u>everybody in the party</u> and you don't.</p><p></p><p>Magic users being able to do stuff that's plain physically impossible, sure. Nobody's expecting the Fighter to be able to work out so hard at the gym he can now flap his arms and fly. Or teleport. Or, for that matter, turn into Ernie the Giant Chicken.</p><p></p><p>But magic being clearly better than what martial characters' supposed to be good at? Get outta here.</p><p></p><p>If a Rogue (maybe not ANY Rogue, but a specialized one) could reliably fool or circumvent magical defenses (appropriate to her level) the game would be better for everybody. Detecting and then bypassing traps, avoiding being noticed by detection spells, defeating arcane locks, and such.</p><p></p><p>Same with a Barbarian (or strength-based Fighter). Sheer strength and pure might should be able to shatter magical walls and defenses, even at the expense of tiring or bleeding out the martial champion. And I'm not talking hacking away at a Wall of Stone for minutes to make a hole. A level 20 Fighter should be able to punch a Wall of Force so hard it completely shatters. Instantly.</p><p></p><p>Likewise with Rangers and Druids. Their ability to f*ck you up in the forest should not be a matter of casting three or four spells, basically because the game easily allows the minmaxing city-slicking warlock or rogue to pick these spells anyway.</p><p></p><p>Spells enabling the party to compensate for having a weak link? Sure, that just means more fun at the table.</p><p></p><p>If there were a spell that granted a baseline Stealth score to the clumsy Paladin, then the story where the heroes sneak into the castle can proceed as intended, especially if the DM uses group skill checks. This doesn't steal the Rogue's thunder. In fact, if there are rules for "spectacular success" of some sort, the Rogue can even compensate for one clumsy party member by rolling stratospherically well herself.</p><p></p><p>This would IMHO make the game much more fun for everybody than "we will simply have to stop for the day to let the wizard sleep in order to memorize the win button spell tomorrow".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9356436, member: 12731"] A different thing I don't think 2024 D&D will accomplish, or even attempt: Make sure spells don't do the specialist's job better than the specialist. Just to give a single example: if a martial character (such as a Rogue) wants to become a master sneaker, the obviously superior approach is to get hold of the Pass without Trace spell. There's NOTHING the heroes can do without magic that comes even close to "everybody gets +10 Stealth, and just to rub it in, you leave no tracks - so the only way to track you is... even more magic!" Trying to become the best sneaker in the land through skill alone doesn't hold a candle to the old guy who can't even find his own glasses casting a spell. Sure, your Stealth can be ten steps higher than his is without the spell, but the Dumbledore guy grants that to [U]everybody in the party[/U] and you don't. Magic users being able to do stuff that's plain physically impossible, sure. Nobody's expecting the Fighter to be able to work out so hard at the gym he can now flap his arms and fly. Or teleport. Or, for that matter, turn into Ernie the Giant Chicken. But magic being clearly better than what martial characters' supposed to be good at? Get outta here. If a Rogue (maybe not ANY Rogue, but a specialized one) could reliably fool or circumvent magical defenses (appropriate to her level) the game would be better for everybody. Detecting and then bypassing traps, avoiding being noticed by detection spells, defeating arcane locks, and such. Same with a Barbarian (or strength-based Fighter). Sheer strength and pure might should be able to shatter magical walls and defenses, even at the expense of tiring or bleeding out the martial champion. And I'm not talking hacking away at a Wall of Stone for minutes to make a hole. A level 20 Fighter should be able to punch a Wall of Force so hard it completely shatters. Instantly. Likewise with Rangers and Druids. Their ability to f*ck you up in the forest should not be a matter of casting three or four spells, basically because the game easily allows the minmaxing city-slicking warlock or rogue to pick these spells anyway. Spells enabling the party to compensate for having a weak link? Sure, that just means more fun at the table. If there were a spell that granted a baseline Stealth score to the clumsy Paladin, then the story where the heroes sneak into the castle can proceed as intended, especially if the DM uses group skill checks. This doesn't steal the Rogue's thunder. In fact, if there are rules for "spectacular success" of some sort, the Rogue can even compensate for one clumsy party member by rolling stratospherically well herself. This would IMHO make the game much more fun for everybody than "we will simply have to stop for the day to let the wizard sleep in order to memorize the win button spell tomorrow". [/QUOTE]
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