• Neato@kbin.social
    0·
    2 years ago

    Then you have casters blowing max slot every fight and trivializing them.

    • NotAnonymousAtAll@feddit.de
      0·
      2 years ago

      Abilities that are too powerful for that should either not exist or require significant preparation

      • Neato@kbin.social
        0·
        2 years ago

        Then you’re going to have boring spells that do damage akin to cantrips. No one wants homogenization.

        • NotAnonymousAtAll@feddit.de
          0·
          2 years ago

          I absolutely do want mechanical homogenization. Interesting variants can be handled with flavor without forcing everyone to learn completely new rules for every ability. The existence of generic rule systems (e.g. Savage Worlds) proves I am not alone with that view.

          • Neato@kbin.social
            0·
            2 years ago

            Cool. And that exists in that game. But that’s not the core of dnd.

            • NotAnonymousAtAll@feddit.de
              1·
              2 years ago

              It was my impression that we are at this point discussing (rp)game design in general, not specifically D&D. If your context was D&D specifically, that explains a lot of the disagreement between us.