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General Tabletop Discussion
*Dungeons & Dragons
A few thoughts on 5E.
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<blockquote data-quote="Evenglare" data-source="post: 6349163" data-attributes="member: 63245"><p>1. Keep rules bloat out of it. If you don't like the simplicity of how it's done then you are completely free to house rule it, but when you have gradient things like this you are lead to ways of dealing with these and ways of gaining this, which leads to choice trapping of characters. If your campaign doesn't deal with many of these things then that puts extra work on the DM to start selectively banning or encouraging players to use these things. In a game as complex as an RPG that's already a huge burden, but every little thing like that hurts the DM and players with selectivity of choices and rules bloat. </p><p></p><p>2. See: Linear fighter Quadratic wizard / caster edition argument. Flatly said it's balancing issues, also you seem to glance over the fact that there are ways to gain back spell slots.... soo there's that. But yes it's a fundamental rule of the game that you can't cast world and reality altering spells nearly as much as you used to. It's just that simple. </p><p></p><p>3. Fortitude was conbased so while fortitude might have been low and the con was high.... what does that even mean? I think these saves homogenize what these things mean. Stats are bounded at this point, so high levels are going to cap much lower than you seem to understand. Stats mean something, in your case you don't think this should be true, or you think that fortitude should be some sort of seperate stat for constitution but really it shouldn't. Again, they pared down the awful bloat of these things. A similar argument can be made for every other save. You have a high reflex save but a low dexterity attribute? It boggles the mind how this would be, and I'm sure you can make some strange convoluted argument but do I really have to make some sort of reason this happens for every creature and every race that does this? We KNOW dex reflects reflex saves so why would they be different? If they are why have the stat affect the save if they are indeed different? It doesn't really make sense to me.</p></blockquote><p></p>
[QUOTE="Evenglare, post: 6349163, member: 63245"] 1. Keep rules bloat out of it. If you don't like the simplicity of how it's done then you are completely free to house rule it, but when you have gradient things like this you are lead to ways of dealing with these and ways of gaining this, which leads to choice trapping of characters. If your campaign doesn't deal with many of these things then that puts extra work on the DM to start selectively banning or encouraging players to use these things. In a game as complex as an RPG that's already a huge burden, but every little thing like that hurts the DM and players with selectivity of choices and rules bloat. 2. See: Linear fighter Quadratic wizard / caster edition argument. Flatly said it's balancing issues, also you seem to glance over the fact that there are ways to gain back spell slots.... soo there's that. But yes it's a fundamental rule of the game that you can't cast world and reality altering spells nearly as much as you used to. It's just that simple. 3. Fortitude was conbased so while fortitude might have been low and the con was high.... what does that even mean? I think these saves homogenize what these things mean. Stats are bounded at this point, so high levels are going to cap much lower than you seem to understand. Stats mean something, in your case you don't think this should be true, or you think that fortitude should be some sort of seperate stat for constitution but really it shouldn't. Again, they pared down the awful bloat of these things. A similar argument can be made for every other save. You have a high reflex save but a low dexterity attribute? It boggles the mind how this would be, and I'm sure you can make some strange convoluted argument but do I really have to make some sort of reason this happens for every creature and every race that does this? We KNOW dex reflects reflex saves so why would they be different? If they are why have the stat affect the save if they are indeed different? It doesn't really make sense to me. [/QUOTE]
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