Well, knock and charm are dumb, one because it's a waste of a real ability and the other because it is either a massive power boost and save or die or it's nerfed by DMs into uselessness.Manxome wrote:So, there aren't going to be abilities related to any of those areas? No invisibility, no divination, no knock, no charm, etc., etc.?K wrote:First, things that are covered by "skills" as you say... well, I don't even care to write a seperare system for most of those things. Aside from the social mini-game that does need to be built robustly, every other thing on your list is something I could do really well when I was five. I am perfectly happy if hiding was just a stat check and mechanic available to everyone.
Seriously. You don't need a separate system where some people notice things better than others when you can just base it off a stat. One of 3e's mistakes was that every monster was either "crazy Spot guy" or "won't notice anything guy". Why even have a system when it goes binary like that?
I was just trying to point out that there are an awful lot of things people might want to have abilities to do, and if you expect everyone to have all (or even most) of them, there's not going to be much left to select afterward. At least, not based on the numbers thrown around thus far.
That being said, there is a seperate non-combat track of abilities based on someone's background. So someone with the Ritualist background can be a fighter like Elric who casts ritual spells like divinations and in combat stabinates and people like King Arthur who gets things done out of combat because people think he's awesome and are honored to cast a few divination spells for him(Royalty background).
Things that are both combat and non-combat need two versions. Combat invisibility and out-of-combat invisibility have to be two different versions.
An example a built in synergy would be something like a Druid's Entangle that creates vines and might entangle guys for a round. Pollen Strike is a spell that is more powerful if there is lots of vegetation in the area, so it makes a natural one-two combo.Manxome wrote:Could you give some examples of the kind of synergies that specialists are supposed to be getting to offset the disadvantages of specialization? Perhaps the impression I've gotten from all the talk about "bad synergies" has been exaggerated, but if so, it would be really helpful to clarify what's supposed to be in the game.K wrote:Second. I don't care about people with more variety. If everyone gets the same general abilities, then any synergies you are getting by double sipping from two class lists is offset by synergies you are losing from getting more abilities from your list that already have built in synergies.
People will get synergies. Accept it\ and in the playtest phase take out the bad synergies. That's the only choice.
So a Druid/Fighter isn't likely to have both Entangle and Pollen Strike considering he only gets one spell per spell level. He might have a good synergy between Pollen Strike and Deadly Feint since it attacks Will and Pollen Strike reduces Will temporarily, but that's a different synergy.