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2021-01-24, 03:17 AM (ISO 8601)
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- Jul 2018
Re: For 5.5/6.0 Edition, what Missing Class would you like to see in the Core?
Ironically, that was an explicit design goal of 4e: make as much of the game "sweet spot" as possible. 4e characters got a lot of HP at first level, but gained them slowly thereafter (not getting Con mod to HP). A big part of keeping things steady in that range is doing something like what 4e did with Rituals--forking out a lot of the powerful, game-altering utility into its own subsystem that can be both more broadly accessed for those willing to spend resources on it, and more easily restricted by a DM not wanting some or all of it readily accessible.
Personally, I completely agree with you, and still advocate for building in optional but completely non-deprecated "zero levels" or "novice levels" or the like. That way, people who enjoy spooling out that early weakness, zero-to-hero experience can have it (and, indeed, should ideally be able to spool it out as long as they like), while those who don't aren't forced to. It's especially valuable for newbies, so they don't get discouraged by the incredible lethality of the current early game.
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2021-01-25, 04:02 PM (ISO 8601)
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- Jul 2015
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- The Netherlands
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Re: For 5.5/6.0 Edition, what Missing Class would you like to see in the Core?
But as for items: those are optional. And I still fail to see the point I think: how does the existence of items redeem the situation where many level 7 versions of sorcerer, wizard, druid and warlock have significant overlap in spells known/prepapred for the day cause each wants to be able to do 'everything'?
And every cleric has some healing spells. So?
I am not sure if you are looking at how people play and what you see in optimized build ideas. This discussion takes me to where wizards are, to me, the arcane caster without peer. Their objective is to get as many different spells into the book as they can so that, for a given adventure, they can help that party. Over their career they'l be faced with different demands. Not all adventures need the same approach.
And that's the thing. Helping the party is the whole point, since this game isn't built conceptually as a solo adventure.
Your party, if there are three total PCs, pays a price in mission capability if you over specialize, whereas if the party has 6 PCs, a PC's decision to specialize may not have the same impact since there are five, not two, other PCs' to take up the slack/fill the gaps thanks to someone specializing. That's what was behind that point.
The game wasn't built for optimizers, I don't think, and for whatever reasons they staggered the "you are a full up round" decision point for the classes - cleric and sorcerer at 1, wizard and druid at 2, Rogue and Fighter and Warlock at 3, but Warlock at 1 with patron ... with an idea that beginning players needed fewer choices in the beginning, not more (while we veterans are happy with more choices earlier ... )
As to restricting schools: I never liked that. Glad it's not in this edition. A matter of taste, to be sure.
If you ever go back to that edition, I'd say: give them a try!
Mhh... this is a good point. Then again, I could live with shorter spell lists and shorter descriptions (kicking out things like phantasmal force, symbol and simulacrum); reduce the spell section to 1/3rd, replace the remaining 2/3rd with 1/3rd vestiges and 1/3rd either psionic powers or martial abilities as in Book of Nine Swords. I'd be happy.Last edited by Waazraath; 2021-01-25 at 04:08 PM.
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2021-01-25, 04:08 PM (ISO 8601)
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- Jul 2015
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- The Netherlands
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Re: For 5.5/6.0 Edition, what Missing Class would you like to see in the Core?
apologies, double post, plz delete.
Last edited by Waazraath; 2021-01-25 at 04:08 PM.
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2021-01-25, 04:10 PM (ISO 8601)
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- Jun 2006
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- Poland
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Re: For 5.5/6.0 Edition, what Missing Class would you like to see in the Core?
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gulaghar and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2021-01-25, 04:47 PM (ISO 8601)
- Join Date
- Jun 2015
Re: For 5.5/6.0 Edition, what Missing Class would you like to see in the Core?
The problem is level gating.
Unlike in older editions (basic, advanced 1e,advanced 2e) of dnd where you could be excepted to try to fight the lords of hell(or simply a dragon that is not as small as a kitten) at level 9 when cornered (by the way hp progression flattened for adventurers at that level: they barely gained hp after that level).
5e excepts you to be really high level before fighting the cool stuff and does so through varied means such as badly designed hp inflation spirals giving 500 too much hp to big monster for no reason other than level gating or giving 1 or more action per turn of their opponents to monsters and automatically resisting to a bunch of things to make the fight literally impossible to win for low level adventurers.
If 5e did not do level gating then it could be adapted to a level 1 to 10 progression and have some super hard but not technically impossible fights with the end monsters when at level 10: stop with the idiotic hp and power inflation so that the power gap between the lord of hell and a party of adventurers is more reasonable.
dnd did not have that mandatory level 1-20 design mistake in earlier editions heck in one of them you even had a level cap depending on race and class and a high level cap such as magic user for elf could be around 14.(humans did not have a cap)Last edited by noob; 2021-01-26 at 06:46 AM.