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General Tabletop Discussion
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5E's "Missed Opportunities?"
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<blockquote data-quote="Shiroiken" data-source="post: 7511155" data-attributes="member: 6775477"><p>1) Backgrounds. The only part of backgrounds I don't like is that you can change the skills. If they would have had each background provide choices for the two skills, like classes do, I'd be happier. As it stands, the skills and tools listed are nothing more than suggestions.</p><p></p><p>2) Inspiration. I am VERY limited on how I use inspiration. I generally give it out to the party after a story arc, but I also allow it to be used after the roll (making it much more useful). I have toyed with alternate methods of using them more frequently, but my group just doesn't really care that much about it.</p><p></p><p>3) Treasure Hordes. I have used them, but I keep strict control over which items I allow. If an item is rolled up that may be disruptive to the game, I'll nix it and re-roll. Published adventures are notorious for giving out poor treasure, either way to high or low (usually high), so I just change it (unless I'm running just an AP, because I assume the amount of treasure is acceptable for the entire campaign).</p><p></p><p>4) Advantage/Disadvantage. You can easily switch (dis)advantage back to +2/-2, which I believe is an official suggestion. Personally, I consider it to be one of the best new mechanics in 5E.</p><p></p><p>5) Bonded Accuracy. 5E is designed for players to hit frequently for variable damage (based on class and build), because monsters have generally low AC but a lot of HP. Conversly, monsters tend to hit infrequently but for fairly high damage. This is meant to keep players engaged, because they usually feel like they're being useful (rather than missing all the time), but fear being hit because a good hit can drop you (a critical hit can often be fatal to low HP or lower level characters).</p><p></p><p>My personal "missed opportunities" would be:</p><p></p><p>* spreading out the saving throws so that any "dump stat" can actually hurt. Instead of focusing on Con, Dex, and Wis, you'd want all of them to be good. Adding 1/2 or 1/3 of your proficiency bonus to untrained saves might have been a decent idea as well.</p><p></p><p>* starting characters at level 3, with starting abilities being spread out over those levels, allowing "apprentice characters" to feel like it. It would also make multi-classing different, because a single level doesn't benefit as much as it does (higher level abilities would have to be overall lowered so that the opportunity cost isn't as high either).</p><p></p><p>* a workable weapon and armor list, but that's just a pet peeve of mine.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7511155, member: 6775477"] 1) Backgrounds. The only part of backgrounds I don't like is that you can change the skills. If they would have had each background provide choices for the two skills, like classes do, I'd be happier. As it stands, the skills and tools listed are nothing more than suggestions. 2) Inspiration. I am VERY limited on how I use inspiration. I generally give it out to the party after a story arc, but I also allow it to be used after the roll (making it much more useful). I have toyed with alternate methods of using them more frequently, but my group just doesn't really care that much about it. 3) Treasure Hordes. I have used them, but I keep strict control over which items I allow. If an item is rolled up that may be disruptive to the game, I'll nix it and re-roll. Published adventures are notorious for giving out poor treasure, either way to high or low (usually high), so I just change it (unless I'm running just an AP, because I assume the amount of treasure is acceptable for the entire campaign). 4) Advantage/Disadvantage. You can easily switch (dis)advantage back to +2/-2, which I believe is an official suggestion. Personally, I consider it to be one of the best new mechanics in 5E. 5) Bonded Accuracy. 5E is designed for players to hit frequently for variable damage (based on class and build), because monsters have generally low AC but a lot of HP. Conversly, monsters tend to hit infrequently but for fairly high damage. This is meant to keep players engaged, because they usually feel like they're being useful (rather than missing all the time), but fear being hit because a good hit can drop you (a critical hit can often be fatal to low HP or lower level characters). My personal "missed opportunities" would be: * spreading out the saving throws so that any "dump stat" can actually hurt. Instead of focusing on Con, Dex, and Wis, you'd want all of them to be good. Adding 1/2 or 1/3 of your proficiency bonus to untrained saves might have been a decent idea as well. * starting characters at level 3, with starting abilities being spread out over those levels, allowing "apprentice characters" to feel like it. It would also make multi-classing different, because a single level doesn't benefit as much as it does (higher level abilities would have to be overall lowered so that the opportunity cost isn't as high either). * a workable weapon and armor list, but that's just a pet peeve of mine. [/QUOTE]
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