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WotC will likely be making a dedicated Psion class, as per recent tweets
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<blockquote data-quote="Giltonio_Santos" data-source="post: 7866210" data-attributes="member: 36874"><p>I agree with 5e baseline being high magic. I believe there's space for really high/pervasive magic. I'd say they kind of deliver it with the release of Eberron. Before that, though, I don't think it got reasonable support.</p><p></p><p>For horror, I think the rules in the DMG are good enough. Still, they do not interact with <em>Curse of Strahd</em>, not even <em>en passant</em>. I've used them for my own Raveloft needs. I agree with you that 5e can do horror to a certain level.</p><p></p><p></p><p></p><p>I'd prefer gritty and low-magic to be different things. You can have one without the other, in my opinion. I agree with you that the DMG options can make gritty happen, even if they taste like half-cooked stuff.</p><p></p><p>WotC failing to deliver a warlord probably helps to make low-magic hard to implement. I don't agree that it's feasible because I can remove things. I'd want it the other way around: rules to make it happen. Thankfully, AiME is here for all my low-magic needs.</p><p></p><p></p><p></p><p>Now, this is where I cannot follow you. Inspiration/plot points/hero points tastes so much like half-cooked stuff that it makes the gritty variant look like something coming out of the Diana Jones Awards for excellence in gaming.</p><p></p><p>The tactical rules module, including their implementation of speed factor, is a nightmare. I've yet to see a player/DM of 5e look at it and say "ok, let's try it", and I play with some seriously tactically-minded people. Then, without it, most players will just ignore the tactical layer coming from a battle master or a range of spell options and just use whatever deals more damage. At least that's what I've seen in the last 5.5 years.</p><p></p><p>But I do agree with [USER=15700]@Sacrosanct[/USER]: WotC not delivering is not the same as I feeling like what they delivered is not good enough. But I stand by my original opinion: most of those 15-20 pages in the DMG are paying lip-service to the idea of different playing styles. I can play and enjoy 5e and still believe we deserve better.</p><p></p><p>For starts, I'd like their storylines to at least remember those 15-20 pages exist. This could be done by inviting the DM to use that stuff to improve the core experience - at least as an option; it doesn't need to be the base assumption (the lack of proper integration between CoS and the horror module being the biggest offender, in my opinion). What's the point of honor and sanity if BG: DiA cannot even remember they exist? </p><p></p><p>New storylines could be used to build upon those rules, as needed. I said most of the variants in the DMG taste like half-cooked food. You don't need more than 1-3 pages in a 256-page supplement to change that, maybe with the exception of the "tactical rules module". You'd probably need something as comprehensive as 2e's <em>Players Options: Combat and Tactics</em> to develop 5e into a tactically interesting RPG.</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 7866210, member: 36874"] I agree with 5e baseline being high magic. I believe there's space for really high/pervasive magic. I'd say they kind of deliver it with the release of Eberron. Before that, though, I don't think it got reasonable support. For horror, I think the rules in the DMG are good enough. Still, they do not interact with [I]Curse of Strahd[/I], not even [I]en passant[/I]. I've used them for my own Raveloft needs. I agree with you that 5e can do horror to a certain level. I'd prefer gritty and low-magic to be different things. You can have one without the other, in my opinion. I agree with you that the DMG options can make gritty happen, even if they taste like half-cooked stuff. WotC failing to deliver a warlord probably helps to make low-magic hard to implement. I don't agree that it's feasible because I can remove things. I'd want it the other way around: rules to make it happen. Thankfully, AiME is here for all my low-magic needs. Now, this is where I cannot follow you. Inspiration/plot points/hero points tastes so much like half-cooked stuff that it makes the gritty variant look like something coming out of the Diana Jones Awards for excellence in gaming. The tactical rules module, including their implementation of speed factor, is a nightmare. I've yet to see a player/DM of 5e look at it and say "ok, let's try it", and I play with some seriously tactically-minded people. Then, without it, most players will just ignore the tactical layer coming from a battle master or a range of spell options and just use whatever deals more damage. At least that's what I've seen in the last 5.5 years. But I do agree with [USER=15700]@Sacrosanct[/USER]: WotC not delivering is not the same as I feeling like what they delivered is not good enough. But I stand by my original opinion: most of those 15-20 pages in the DMG are paying lip-service to the idea of different playing styles. I can play and enjoy 5e and still believe we deserve better. For starts, I'd like their storylines to at least remember those 15-20 pages exist. This could be done by inviting the DM to use that stuff to improve the core experience - at least as an option; it doesn't need to be the base assumption (the lack of proper integration between CoS and the horror module being the biggest offender, in my opinion). What's the point of honor and sanity if BG: DiA cannot even remember they exist? New storylines could be used to build upon those rules, as needed. I said most of the variants in the DMG taste like half-cooked food. You don't need more than 1-3 pages in a 256-page supplement to change that, maybe with the exception of the "tactical rules module". You'd probably need something as comprehensive as 2e's [I]Players Options: Combat and Tactics[/I] to develop 5e into a tactically interesting RPG. [/QUOTE]
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