A plea to stop over-complicating the base system.

Plate still helps you against regular, every day damage by its incrementally better AC. But it's the pinnacle because of that one...little...thing. No crits. Let's petition for it. Let's make it happen. In core. It's simple. It's easy. It's the right. Thing. To do.
It's not simpler than "you get better AC" though, which is (I think) the point.

There is room for ideas like this if their bounded accuracy goal runs out of intermediate steps between 1 and Best, and they just can't afford to make plate better for fear of causing the system to collapse. But other than that, I don't think it's necessary.

-O
 

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It's not simpler than "you get better AC" though, which is (I think) the point.

There is room for ideas like this if their bounded accuracy goal runs out of intermediate steps between 1 and Best, and they just can't afford to make plate better for fear of causing the system to collapse. But other than that, I don't think it's necessary.

-O

It may do . . . AC "lockout" was a good strategy for low-level D&D 3E, and often so good for 2E that it did in fact spoil the game (because it became the only worthwhile and best strategy in games where it could happen).
 



Johnny3D3D said:
I understand the desire to keep the core simple. However -as a prospective customer- if I don't like the core and what I get from it, it seems rather odd for me to continue buying books until I get the system I want.

Hello community,

First of all I want to say that I am a francophone, so I seek your indulgence if my sentences you seem poorly worded. Thank you.

I totally agree that the core of the system remains simple, but I also wish that a number of complex modules are also found in the basic book of basic material separately. I would not be forced to buy additional books to satisfy my game more sophisticated in terms of rules. However, the rallying cry of this new iteration was fine (though I'm not mistaken) a game for all horizons. So it includes all the game lovers fluid and simple as those preferring more complex rules to achieve the level of realism and atmosphere desired. For that, I agree with your opinion, Johnny3D3D.
 

Keeping it Simple is always good advice for the core mechanics and rules. From that core we can get elaborate.

I think that separating the to hit bonuses from ability scores will add too much complexity to the rules.

In fact, all bonuses should be grouped under two sources,
1.) the ability natural bonus
2.) the effect or item magical bonus

Penalties should all come from conditions that affect the ability scores such as
1.) natural poisons
2.) magical curses
 

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