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General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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<blockquote data-quote="Tony Vargas" data-source="post: 6834164" data-attributes="member: 996"><p>A good DM can always work in additional chances for an underperforming character contribute, or slip in the right magic item to give them a boost. </p><p></p><p>That was an oddity of the way material was designed starting with Essentials. In HotFL, the fighter, rogue, cleric & wizard all got new sub-classes, but only the wizard's sub-classes included new powers (spells) that were not linked to some other feature and gained at the usual levels, meaning the other sub-classes couldn't use many existing powers, nor could existing characters of the same classes use theirs, while wizards, pre- and post- essentials, could chose from among all the wizard powers ever published. That pattern continued with everything published after HotFK, all the Heroes of... books had a Wizard sub-class introducing compatible powers that every wizard could use, while most other classes got one or no sub-classes at all and/or had sub-classes with incompatible powers. Right before Essentials, the Fighter had more powers than any other class. By the end of the run, the Wizard had surpassed it. </p><p></p><p>The shift in direction also abandoned newly-introduced classes like the Seeker and Rune Priest, of course. And, essentially(npi) all those non-wizard/mage sub-classes.</p><p></p><p>Arguably the only edition that made no-magic a practical option, at all, so far. 5e just needs some more varied and flexible non-magical PC choices, though, and it could get there. It's already OK with relatively few magic items. HD, Second Wind, and sub-classes like the BM and Mastermind establish the sort of mechanics that could do that, it just needs a lot more on a more flexible class chassis....And the Monk. But you couldn't really play with just those classes: the need for healing and other spellcasting resources was just too great. Actually /zero/ classes. Variety consisting of Tanky DPRx3, DPR&skills x2. That's a very little variety. While you can get some between-combat healing from HD, lessening the need for the traditional 'Band-aid' Cleric, you still need in-combat healing and the many other contributions that only casters can make. 5e's very open about that with it's blurb on magic, early on - but it has room to grow into supporting such playstyles.</p><p></p><p>5e is all about that DM Empowerment. So, yeah, as a player, what you can do is find the right DM.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6834164, member: 996"] A good DM can always work in additional chances for an underperforming character contribute, or slip in the right magic item to give them a boost. That was an oddity of the way material was designed starting with Essentials. In HotFL, the fighter, rogue, cleric & wizard all got new sub-classes, but only the wizard's sub-classes included new powers (spells) that were not linked to some other feature and gained at the usual levels, meaning the other sub-classes couldn't use many existing powers, nor could existing characters of the same classes use theirs, while wizards, pre- and post- essentials, could chose from among all the wizard powers ever published. That pattern continued with everything published after HotFK, all the Heroes of... books had a Wizard sub-class introducing compatible powers that every wizard could use, while most other classes got one or no sub-classes at all and/or had sub-classes with incompatible powers. Right before Essentials, the Fighter had more powers than any other class. By the end of the run, the Wizard had surpassed it. The shift in direction also abandoned newly-introduced classes like the Seeker and Rune Priest, of course. And, essentially(npi) all those non-wizard/mage sub-classes. Arguably the only edition that made no-magic a practical option, at all, so far. 5e just needs some more varied and flexible non-magical PC choices, though, and it could get there. It's already OK with relatively few magic items. HD, Second Wind, and sub-classes like the BM and Mastermind establish the sort of mechanics that could do that, it just needs a lot more on a more flexible class chassis....And the Monk. But you couldn't really play with just those classes: the need for healing and other spellcasting resources was just too great. Actually /zero/ classes. Variety consisting of Tanky DPRx3, DPR&skills x2. That's a very little variety. While you can get some between-combat healing from HD, lessening the need for the traditional 'Band-aid' Cleric, you still need in-combat healing and the many other contributions that only casters can make. 5e's very open about that with it's blurb on magic, early on - but it has room to grow into supporting such playstyles. 5e is all about that DM Empowerment. So, yeah, as a player, what you can do is find the right DM. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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