Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I wouldn't mind something like Light weapon = d6 One handed = d8 Two Handed = d10
Pretty much what I was thinking. Fighter's could have weapon specialization to bump up damage so they get to keep their d12 damage dice.
I think that is too simplistic. I like more varied weapon choice.
There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something. I will try to explain this. A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy. In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them. The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes. This is something really hard to put in words, there is my best shot.
Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different. I've long advocated supporting both the Points of Light setting and settings full of magic items. I had some thought on one spellcasting system. Spoiler:Show
It is basically composed of three parts: 1. The Standard System: The standard system would be classic Vancian. Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels. Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition. 2. The Flagships The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems). Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition. With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere? 3. Modular Magic Systems And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc... Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines: “They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.” This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system. The good points: • Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that. • It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules. The bad points: • Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.
We should get rid of at-will cantrips. Spoiler:Show
Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes. First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless. Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.
Second: At-will cantrips go into the opposite direction of trying to balance casters. Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters? Third: At-will cantrips weaken the challenge of resource management. Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun. Fourth: At-will cantrips do not fit properly under every system. Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I disagree. We can have a big damage difference between weapons. Properties are good.
Properties are good in that they can give character to a weapon, but damage is solely the measure of a weapon's effectiveness as a weapon. In most cases, proerties do not warrant a reduction in damage.
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I wouldn't mind something like Light weapon = d6 One handed = d8 Two Handed = d10
Pretty much what I was thinking. Fighter's could have weapon specialization to bump up damage so they get to keep their d12 damage dice.
I think that is too simplistic. I like more varied weapon choice.
I rarely agree with lawolf but I kinda have to on this one if you have d4 weapons and d12 weapons the d4 weapons are not even an option. The difference between a d4 and a d12 isn't bad. The difference between 5d4 and 5d12 is fricken crazy big.
Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I disagree. We can have a big damage difference between weapons. Properties are good.
Properties are good in that they can give character to a weapon, but damage is solely the measure of a weapon's effectiveness as a weapon. In most cases, proerties do not warrant a reduction in damage.
I heavily disagree with you. Damage is not the only thing that makes a weapon good. Accuracy and properties such as reach makes weapons good too.
Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I wouldn't mind something like Light weapon = d6 One handed = d8 Two Handed = d10
Pretty much what I was thinking. Fighter's could have weapon specialization to bump up damage so they get to keep their d12 damage dice.
I think that is too simplistic. I like more varied weapon choice.
I rarely agree with lawolf but I kinda have to on this one if you have d4 weapons and d12 weapons the d4 weapons are not even an option. The difference between a d4 and a d12 isn't bad. The difference between 5d4 and 5d12 is fricken crazy big.
I heavily disagree with you. The difference between 5d4 and 5d12 is proportionaly not bigger than it was. Enemies have scaling HP. The difference is proportionaly the same. Damage and HP scales.
There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something. I will try to explain this. A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy. In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them. The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes. This is something really hard to put in words, there is my best shot.
Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different. I've long advocated supporting both the Points of Light setting and settings full of magic items. I had some thought on one spellcasting system. Spoiler:Show
It is basically composed of three parts: 1. The Standard System: The standard system would be classic Vancian. Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels. Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition. 2. The Flagships The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems). Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition. With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere? 3. Modular Magic Systems And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc... Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines: “They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.” This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system. The good points: • Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that. • It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules. The bad points: • Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.
We should get rid of at-will cantrips. Spoiler:Show
Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes. First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless. Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.
Second: At-will cantrips go into the opposite direction of trying to balance casters. Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters? Third: At-will cantrips weaken the challenge of resource management. Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun. Fourth: At-will cantrips do not fit properly under every system. Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I disagree. We can have a big damage difference between weapons. Properties are good.
Properties are good in that they can give character to a weapon, but damage is solely the measure of a weapon's effectiveness as a weapon. In most cases, proerties do not warrant a reduction in damage.
I don't think damage is solely what defines a weapon's usefulness (notice no d12 long range weapons). Now I will agree that damage is a major part of determining a weapon's usfulness, but not the solely defining thing. properties such as finess (which allows you to go first and to have a better ac and mobility), and reach (which allows you to attack far more people), light (which allows it to be weilded as part of a two weapon fighting build), or load free (which means it can do less damage because you can fire it more frequently). these things all add to and change damage equasions both offensive and defensive. So while yes damage is important it isn't the only deciding factor.
Sounds like nothing of interest was discussed in this video. One full hour of nothing.
I thought there was plenty of interesting stuff talked about
All I'm hearing in this threas is a few fiddly bits of little significance. That's all well and good if you're happy with 5E as it stands now, but rather empty to those of us who aren't.
Scaling based on [W] would probably work better if the number of dice was kept down to 5 or 6 and the damage difference between weapons was reduced. A dagger should deal d6, a greatsword d10. Then the damage trade off comes a relatively equal defense trade off or the ability to use Dex as a your primary stat.
I disagree. We can have a big damage difference between weapons. Properties are good.
Properties are good in that they can give character to a weapon, but damage is solely the measure of a weapon's effectiveness as a weapon. In most cases, proerties do not warrant a reduction in damage.
I heavily disagree with you. Damage is not the only thing that makes a weapon good. Accuracy and properties such as reach makes weapons good too.
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?