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9 months ago ::
Sep 21, 2012 - 12:34AM
#181
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Date Joined:
Aug 28, 2005
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If the goal was to remove expectations, it would really be a very easy thing to do. You give every "role" function to every charachter.
That does not remove expectation. It allows every character regardless of class to be able to function competently at any role they choose, which is something that I do like in a lot of ways as long as it's kept in check and doesn't end up like the 3.5 Druid again, but that's not the same thing as removing the expectation of contribution. If anything, that may even reinforce it.
Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TMSpeaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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9 months ago ::
Sep 21, 2012 - 1:08AM
#182
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Date Joined:
May 30, 2010
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If the goal was to remove expectations, it would really be a very easy thing to do. You give every "role" function to every charachter.
That does not remove expectation. It allows every character regardless of class to be able to function competently at any role they choose, which is something that I do like in a lot of ways as long as it's kept in check and doesn't end up like the 3.5 Druid again, but that's not the same thing as removing the expectation of contribution. If anything, that may even reinforce it.
It will very quickly remove expectations.
My friend who likes to heal people, but also likes playing an archer, will shoot at people all day long until someone needs healing, and the party will know that she, rather than the cleric will make sure everyone is healed.
There will be no expectation for the cleric, played by my other friend who likes to sit back and let others be in the front lines while he does tons of damage... there will be no expectation for that cleric to do any healing, because everyone at the table knows that the player playing the Archer Fighter will handle it, and the player playing the Cleric won't think about it.
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9 months ago ::
Sep 21, 2012 - 1:26AM
#183
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Date Joined:
May 27, 2012
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And let me be clear, being able to fulfill multiple different roles depending on build such that the class doesn't have one clear role is totally fine [...]; it's not being able to fulfill any very well without insight into optimization concepts that makes a class suck.
I thought this was off-topic? I guess it's all relative.
In any case, one of the great things about 3.X was that it had a fairly lenient difficulty curve. You could have a reasonable chance of beating almost any on-level encounter, even if you were playing a non-specialized bard alongside a dragon shaman and a paladin. Every class ability was designed to be competent enough baseline that you could spend a turn to heal, or to attack, or position to intercept in order to protect weaker party members. If anything, the adoption of class roles - where one character could take all of the feats to enhance tanking, and one could do everything possible to enhance healing, and another one could focus on dealing as much damage as possible - was where 3.X really started to break down.
Back to the topic at hand, though, I'm saying that I want my non-specialized cleric to heal a reasonable amount, so that it's worth a turn to cast such a spell, but also deal reasonable enough damage that it's worth spending my action to attack, and I don't want it to require some crazy focused build (getting your save DC super high) in order to have a control ability that might actually work.
It's entirely possible to design a game where being a jack-of-all-trades really is a viable option. It helps if you reduce the benefits of specialization. Any sort of WYTAA that benefits from a feat or stat is potentially one that favors specialization over generalization. As it stands, Healing Word (not an actual WYTAA, but very close) benefits greatly from being used by someone with the appropriate specialty, which I think is kind of lame.
Actually, extrapolating out a little bit, I could get behind WYTAA as a method to specifically encourage cross-role participation. Jab, for instance, doesn't benefit from Strength or Dex to damage. Being able to perform two actions on your turn, as long as they were unrelated (and you couldn't just stack them for additional effect) would be a huge boon to getting people to break out from the single-role mindset. Of course, even then it would be much more straightforward if we just called them minor actions, (and acknowledge that moving was its own separate thing aside from your action, but that's another topic entirely).
The metagame is not the game.
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9 months ago ::
Sep 21, 2012 - 1:55AM
#184
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@Daganev: There was an archer warlord that could heal. Also that makes an expectation. What is the archer's role in this scenario? Healer (leader in 4e terminology). The roles could have been presented better in 4e to show they are more guidelines for how to play than shackles, but that doesn't change the fact that there have been and always will be roles in D&D.
I currently see a big problem with the wizard, the sorcerer, and the warlock because of their lack of a defined roll. What do any of those classes really bring to the table. Spells is not a valid answer. I don't see enough differentiation between those classes. They seem too similar to me.
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9 months ago ::
Sep 21, 2012 - 2:15AM
#185
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Date Joined:
May 30, 2010
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@Daganev: There was an archer warlord that could heal. Also that makes an expectation. What is the archer's role in this scenario? Healer (leader in 4e terminology). The roles could have been presented better in 4e to show they are more guidelines for how to play than shackles, but that doesn't change the fact that there have been and always will be roles in D&D.
I currently see a big problem with the wizard, the sorcerer, and the warlock because of their lack of a defined roll. What do any of those classes really bring to the table. Spells is not a valid answer. I don't see enough differentiation between those classes. They seem too similar to me.
Fine, so pick some other class set up that you don't think could ever heal, the direct example doesn't matter.
The point is, that while players might have roles, it's entirely possible to build a system where nobody has any expectation for a particular character to play that role. Further, you don't have to balance a party with roles either, as any character can function in any role at any given time.
If that's what you wanted of course. I don't think that is what D&D wants. WYTAA, thus allows for role and role expectations without removing the large range of action choices from a character/player.
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9 months ago ::
Sep 21, 2012 - 6:52AM
#186
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Date Joined:
Oct 26, 2004
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Expectations are frigging player psychology and perceception and as people love to demonstrate on these boards that's gonna win out over the actual design every time. It's the entire reason we have a 5e playtest, people refused to get with the program and support 4e because it doesn't throw all the proper psychological triggers despite being a better built game overall.
Even if such a expectationless system was in place people would play the old way because it's what they're used to and what most other RPGs enforce because many of them are based on older editions od DnD or video games who use a similar set of roles.
4e is pretty much proof that no matter how well you make the system the player expectations are gonna have a huge voice.
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9 months ago ::
Sep 21, 2012 - 7:00AM
#187
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Date Joined:
Jan 15, 2009
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Another Archer that heals is the Bard. In fact it makes a fine priest of Apollo
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9 months ago ::
Sep 21, 2012 - 7:04AM
#188
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Date Joined:
Oct 26, 2004
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Also the artificer,
Anyway the WYTAAs are gonna need codification at some point because the game will expand, and they're such useful little buggers, best to codify now so we don't need to waste time in the middle-end of the edition grafting new rules in like with 3.5, essentials.
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9 months ago ::
Sep 21, 2012 - 7:06AM
#189
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Expectations are frigging player psychology and perceception and as people love to demonstrate on these boards that's gonna win out over the actual design every time. It's the entire reason we have a 5e playtest, people refused to get with the program and support 4e because it doesn't throw all the proper psychological triggers despite being a better built game overall.
Even if such a expectationless system was in place people would play the old way because it's what they're used to and what most other RPGs enforce because many of them are based on older editions od DnD or video games who use a similar set of roles.
4e is pretty much proof that no matter how well you make the system the player expectations are gonna have a huge voice.
+1.
4e was an overall better game (not to say it didn't have issues), but it wasn't what people expected, especially in the presentation department (OMG things are in boxes with colors!!! )
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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9 months ago ::
Sep 21, 2012 - 7:23AM
#190
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Date Joined:
Jan 29, 2005
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Anyway the WYTAAs are gonna need codification at some point because the game will expand, and they're such useful little buggers, best to codify now so we don't need to waste time in the middle-end of the edition grafting new rules in like with 3.5, essentials.
I think you are most likely correct, if for no other reason that I want to be able to take and action AFTER instead of BEFORE the triggered event. Maybe it should read "when you can take an action"?
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