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Ein Übersetzungsproblem melden
Duskblade was different in that it delivered spells through weapon attacks much as the arcane archer delivered them through bow attacks. (duskblade spell list consisted almost entirely of damaging spells or spells that could knock enemies prone.
The Beguiler was much the same way, only it focused on enchantments, transmutation & divination magic.
The fact their spell schools was limited gave them a draw back since they could melee well (not quite as good as a fighter) and use spells (not quite as good as a wizard)
The fact that they all delivered spells is not something that has ever been added back to 5e and really wouldn't work with the way attacks are done now as it would make wizard/sorcerer and fighter cross classing far too powerful.
The same is true of the dragon shaman.
Out of all the classes it was likely the most unique as it combined aspects of Paladin, bard, and numerous others. (had a touch heal, dragons breath attack and quite a few auras that could boost various aspects of a party depending which you had active.
Depending on what your stats & feats were it could be a front line damage dealer, healer or buffer.
In the end these classes really need to be their own classes or at least conglomerated into something new that isn't attached to pre existing classes.
Maybe you need to look around for more groups then.
I know a few people who use the grapple system in pathfinder.
One of my friends has a brawler he built specifically for using it.
Guy trips an enemy then the entire party kicks the crap out of them.
Also, if you want to do that in 5E battlemaster fighter with the trip manoever is your class.
5E is streamlined and easy to get into but it still has quite some vareity if you're willing to dig in deeper.
I don't think so. Because of built in constraints on stats and the like house rules have more opportunities to break the balance.
5e reminds me more of AD&D, fwiw. More interactivity and imagination, less min/max shenanigans and useless dump stats than 3e (we do power cleave or whirlwind, right?)
I wish someone adapted The One Ring RPG as a party, turn-based RPG. That'd be the bees knees despite its seeming lack of complexity.
I really like 5e. SO much easier to manage, and I agree that it is plenty versatile...plus levelling up doesn't take an hour per character...and two weapon fighting doesn't suck like it has in past editions. I dont need to get Ambidextrous 1 and 2, Two Weapon Fighting 1, 2, 3, or whatever it was, It took forever to get a decent two weapon fighter.
All the system for a amazing epic rpgs were already made in multiple rpgs scattered over the years. Someone just needs to collect what was good and package it with nice lore - setting... Hard to do if you get 2 crpgs a year at best and all those from small studios...
If you use the older version, not only the developing of the game will be more long and tedious, but also you cut a good cake piece of players which they will have not few troubles playing the game and understanding the rules.
5e with some gameplay modification is more easily to develope and for new players to play this game.
Pathfinder:Kingmaker is right godawful mess of a game with extreme levels of not fun micromanagement. Pausing every 2 seconds to activate a bunch of +1 advantages on 6 characters is pure hell. It's a system that makes your tabletop more exciting but has no business in a video game. Compare that to POE's made for video game system where you pause to micromanage abilities that actually do stuff.
As for 5e, I dunno but in Solasta it feels perfectly adequate. BG3 has an incomplete feel to just about everything from the dialogue to the combat. I've put it down for now, it would be unfair to judge this game until it is MUCH closer to completion.