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Armor, simplified for 5.5E:
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<blockquote data-quote="Clint_L" data-source="post: 8820668" data-attributes="member: 7035894"><p>I never knew anyone who used those rules. In practice, you had this incredibly detailed table that was basically ignored and everyone chose from the six or so best weapons. That kind of complexity is fun for a tiny minority of players and actively detracts from the game for most, so they just skip it.</p><p></p><p>My main issue with the current system is that it reduces player choice because there are clear winners and losers in the weapons sweepstakes, so (similarly to AD&D but less extreme) most of the options are wasted. And a few of them weapon properties (reach!) seem to exist only for exploits that actively undermine story immersion.</p><p></p><p>I guess it's just me, but I don't find weapon or armour choice a particularly interesting aspect of gameplay. I think the basic elements are necessary for class balance reasons, but for the sake of the narrative I generally ignore most of the weapon rules. For example, I had one character who wants to use a scimitar plus shield so it would match her miniature, but use the the long sword stats and I said "yup." I think the whole weapons table in the PHB could be reduced to about 8 homogenized categories and leave all the flavour up the players.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8820668, member: 7035894"] I never knew anyone who used those rules. In practice, you had this incredibly detailed table that was basically ignored and everyone chose from the six or so best weapons. That kind of complexity is fun for a tiny minority of players and actively detracts from the game for most, so they just skip it. My main issue with the current system is that it reduces player choice because there are clear winners and losers in the weapons sweepstakes, so (similarly to AD&D but less extreme) most of the options are wasted. And a few of them weapon properties (reach!) seem to exist only for exploits that actively undermine story immersion. I guess it's just me, but I don't find weapon or armour choice a particularly interesting aspect of gameplay. I think the basic elements are necessary for class balance reasons, but for the sake of the narrative I generally ignore most of the weapon rules. For example, I had one character who wants to use a scimitar plus shield so it would match her miniature, but use the the long sword stats and I said "yup." I think the whole weapons table in the PHB could be reduced to about 8 homogenized categories and leave all the flavour up the players. [/QUOTE]
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