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<blockquote data-quote="CapnZapp" data-source="post: 9257664" data-attributes="member: 12731"><p>If I didn't care that Rogues are stopped cold by a wall, I wouldn't have engaged in the thread. </p><p></p><p>Or rather, if I didn't care that the rules stupidly force martials into the hands of magic because the movement-related rules are weirdly concerned about "realism".</p><p></p><p>A fighter shouldn't feel Misty Step provides tremendous value - the rules for jumping should generously hand out what the player otherwise turns to magic to get.</p><p></p><p>A rogue shouldn't have to briefly consider (and then soundly rejecting) the idea of pumping valuable ability points into Strength just to get a decent Athletics value that you want solely because you can't jump or climb without it. Getting Misty Step (or something similar) is a much cheaper approach.</p><p></p><p>The game is set up a certain way. Good players of martial characters make sure they have great movement capabilities. </p><p></p><p>It's just that the rules for movement (climbing, jumping etc) are weirdly stuck in some old obsolete realist line of thinking.</p><p></p><p>The solution is as simple as it is obvious: allow martials to use either Strength or Dexterity, either Athletics or Acrobatics. Lighten or remove the movement restrictions to match what magic otherwise provides.</p><p></p><p>Don't argue to keep physical movement as a relic of the past in a game that offers so much more. Debating whether jump should allow you to jump 12 or 18 feet is so 1990s AD&D, where magical teleportation wasn't cheaply available.</p><p></p><p>This is 5th Edition, and martials should be able to use their skills to do stuff - there's zero reason to always have magic be the superior solution.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9257664, member: 12731"] If I didn't care that Rogues are stopped cold by a wall, I wouldn't have engaged in the thread. Or rather, if I didn't care that the rules stupidly force martials into the hands of magic because the movement-related rules are weirdly concerned about "realism". A fighter shouldn't feel Misty Step provides tremendous value - the rules for jumping should generously hand out what the player otherwise turns to magic to get. A rogue shouldn't have to briefly consider (and then soundly rejecting) the idea of pumping valuable ability points into Strength just to get a decent Athletics value that you want solely because you can't jump or climb without it. Getting Misty Step (or something similar) is a much cheaper approach. The game is set up a certain way. Good players of martial characters make sure they have great movement capabilities. It's just that the rules for movement (climbing, jumping etc) are weirdly stuck in some old obsolete realist line of thinking. The solution is as simple as it is obvious: allow martials to use either Strength or Dexterity, either Athletics or Acrobatics. Lighten or remove the movement restrictions to match what magic otherwise provides. Don't argue to keep physical movement as a relic of the past in a game that offers so much more. Debating whether jump should allow you to jump 12 or 18 feet is so 1990s AD&D, where magical teleportation wasn't cheaply available. This is 5th Edition, and martials should be able to use their skills to do stuff - there's zero reason to always have magic be the superior solution. [/QUOTE]
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