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  1. E

    What 5e got wrong

    Would you just leave this thread already? The majority of your posts have failed to contribute anything whatsoever to the conversation.
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    What 5e got wrong

    Did I say it wasn't an opinion? So is what you're saying. I simply disagree. Regarding the second paragraph, I don't see how you're extrapolating that I'm arguing as if game balance was the only design factor. But, regardless, we need to take a step back and redefine "balance". What I'm...
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    What 5e got wrong

    Actually I have worked on a couple of kickstarters and have spent loads of times writing revised rulesets for many games over the years. It's a hobby, though, not a profession. The question is hardly relevant to this discussion.
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    What 5e got wrong

    You're just being contrary. You have no idea how I like to play D&D. I, in fact, am not a power gamer; I like to build interesting characters. And, who the hell ever argued that the stats should all do the same thing? That is the opposite of what I'm arguing.
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    What 5e got wrong

    Yep. I never denied this, and it just reinforces my point about the greater necessity of combat rules being balanced in and of themselves.
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    What 5e got wrong

    Sorry, I just think this is flat-out wrong. What's the point of having rules at all if it's all completely subject to the whims of a DM? DMs are empowered to make adjustments so things work for their games, they are not empowered to just casually rewrite the combat mechanics. While they can...
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    What 5e got wrong

    What? I think you got lost in the discussion.
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    What 5e got wrong

    My point is that combat is already where balance is disproportionately handled in the basic rules. Most aspects of balance are explicitly handled within the combat rules, and when there's an attempt at balance outside of that context (like with the PHB Ranger class) - it immediately becomes...
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    What 5e got wrong

    Sorry, but the reality of D&D's rules don't really mesh with this mentality. It's not that other pillars of gameplay aren't important or are usually absent, because that clearly isn't the case. It's that the rules for combat are much, much more detailed than the rules for other pillars. This...
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    What 5e got wrong

    This mentality is a slippery slope (speaking of logical fallacies), because you can imagine a game that becomes nothing more than rule zero. I'm not saying there's something inherently bad with re-emphasizing DM control/power/subjectivity, but, this whole discussion represents how there is a...
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    What 5e got wrong

    Your attempt at condescension is laughable. The original post shows how it is actually comprised of faulty logic. It's pretty sad to lord something like knowledge of logical fallacies on a social board as if almost everyone who posts on this board doesn't know what they are. I mean did you learn...
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    What 5e got wrong

    https://1d4chan.org/wiki/Oberoni_Fallacy I'm not begging the question. The reason for this is obvious - it's bad for game balance when there are overt gaps in usefulness between the stats. It creates a clunky system where you have to hog-tie class specific mechanics to emphasize "weak stats"...
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    What 5e got wrong

    Combat is key. Con doesn't play a vital role in dialogue because it doesn't need to; it's universally important when it comes to combat. The point I was making is that the ability scores should be as equal as possible when it comes to combat mechanics, because those are the only rules that are...
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    What 5e got wrong

    The point flew over your head, but I don't agree with you regardless.
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    What 5e got wrong

    This is fallacious reasoning. The usefulness of a stat should not be dependent on how much the DM is willing to handhold it. They need to be as balanced as possible in the hard, mechanical rules of the game.
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    What 5e got wrong

    Way to miss the point, nearly every responder in this thread. What I was talking about was the design mantra behind the stats, and not the specific mechanics of them. Sorry, but nobody will ever convince me that having stats that are overtly unequal in usefulness makes any sense whatsoever...
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    What 5e got wrong

    PoE largely draws from the traditional D&D ruleset but makes a number of changes, many of which I find to be for the better. As for the attributes, I think it would be easier to link to the wiki with them than copy/paste all of it here: http://pillarsofeternity.gamepedia.com/Attribute Note...
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    What 5e got wrong

    5e was a huge opportunity to do some modernizing to the traditional ruleset of dungeons and dragons. They did a great job with this in certain aspects of the game, like the updated spellcasting rules. However, my biggest complaint by far about 5e is how they made almost no updates to the...
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    Rethinking Attributes

    Strength - Athletics Dexterity - Sleight of Hand (Legerdemein) Thaumaturgy - Spellcraft (new) Constitution - Focus, Tolerance (both new) Agility - Acrobatics, Stealth Awareness - Perception, Survival Intellect - Logic (new), Knowledge (replaces individual knowledge skills. Special rules apply)...
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    Rethinking Attributes

    Perhaps I'm in the minority in liking MAD. I feel that in the core rules there is not enough of it. Every attribute should have something compelling to offer every character. This makes character building more interesting and leads to more diverse characters.
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