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WoTC_krg posts on game design theory
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3924392" data-attributes="member: 5143"><p>I don't really get that they are doing this at all. They are making all the classes more "flavorful" by making them more similar in one way so that they can highlight the differences between them.</p><p></p><p>For instance, using Magic the Gathering as an example. All 5 colors have creatures who are 1/1, same power same toughness. However, the white ones likely have first strike, the red ones have haste, the green ones have trample, and the black ones have fear. They each have their own distinctiveness.</p><p></p><p>Then, as the creatures get more powerful, you can start to see that green has a slight edge in terms of doing and receiving damage for the cost of its creatures. Not enough to overpower it, but enough to give it that distinctive flavor.</p><p></p><p>The same ideas can be applied directly to D&D. In order to keep balance, you need to start with a baseline of things that ALL classes can do. Once you figure that out, you start to purposefully add differences to each class based on what you want it to do that is different from all others.</p><p></p><p>So, all classes get the same BAB and Saves, for instance(maybe hit points?). You let everyone heal themselves slightly in a very limited way in order to keep everyone alive.</p><p></p><p>Then you add what you want each class to have that is different from everyone else. You add class powers to fighters and paladins to give them pluses to hit and the ability to protect others in the group from damage. You add the ability to heal other people on a regular basis for way more often than everyone can do to themselves and the ability to increase the powers of other people to the cleric and warlord(but make HOW they do it different so it feels like playing a different class). You add the movement powers and heavily damaging attacks to the ranger and rogue. Then you add debuffing, battlefield changing effects and area damage to the wizard.</p><p></p><p>That way you can easily look at an ability you make up and say "This belongs as a fighter power although a much weaker version of this might work as a warlord power as well."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3924392, member: 5143"] I don't really get that they are doing this at all. They are making all the classes more "flavorful" by making them more similar in one way so that they can highlight the differences between them. For instance, using Magic the Gathering as an example. All 5 colors have creatures who are 1/1, same power same toughness. However, the white ones likely have first strike, the red ones have haste, the green ones have trample, and the black ones have fear. They each have their own distinctiveness. Then, as the creatures get more powerful, you can start to see that green has a slight edge in terms of doing and receiving damage for the cost of its creatures. Not enough to overpower it, but enough to give it that distinctive flavor. The same ideas can be applied directly to D&D. In order to keep balance, you need to start with a baseline of things that ALL classes can do. Once you figure that out, you start to purposefully add differences to each class based on what you want it to do that is different from all others. So, all classes get the same BAB and Saves, for instance(maybe hit points?). You let everyone heal themselves slightly in a very limited way in order to keep everyone alive. Then you add what you want each class to have that is different from everyone else. You add class powers to fighters and paladins to give them pluses to hit and the ability to protect others in the group from damage. You add the ability to heal other people on a regular basis for way more often than everyone can do to themselves and the ability to increase the powers of other people to the cleric and warlord(but make HOW they do it different so it feels like playing a different class). You add the movement powers and heavily damaging attacks to the ranger and rogue. Then you add debuffing, battlefield changing effects and area damage to the wizard. That way you can easily look at an ability you make up and say "This belongs as a fighter power although a much weaker version of this might work as a warlord power as well." [/QUOTE]
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