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Abilities as the Core - uh yeah...
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<blockquote data-quote="Wiseblood" data-source="post: 5635170" data-attributes="member: 42437"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=1106" target="_blank">rounser</a></u> </p><p>I do not oppose quirky or Byzantine. </p><p> </p><p>I find that if we use it often it does not matter how complex it is. It does matter if we seldom use it. Or if it is needlessly convoluted an example would be 3e grapple rules. It's not unuseable but it is more complicated than it needs to be. As it stands it doesn't have actual depth just onerous rules that take longer to resolve than other attacks, and frequently useless, unless you are tricked out for it. </p><p> </p><p>Spellcasting is Byzanntine and quirky. But gets a lot of use from a broad array of classes. All that use keeps it fresh in our minds.</p><p> </p><p>@<u><a href="http://www.enworld.org/forum/member.php?u=98032" target="_blank">CuRoi</a></u> </p><p> </p><p>Natural armor for monsters is a behind the screen thing imo. If a monster needs to be hard to hit it has a high AC. If it needs to be tough it has high HP. I'm not saying change the monster to challenge PC's more like the monster is like this, because it is. Monster abilities do not need to be based on how many hd it has. 3e kept running into problems trying to shoehorn monsters into a level format that's why so many have a racial bonus to skills. </p><p> </p><p>That sounds like making a rule to govern things and making another to circumvent the governing rule. I tend to just eliminate both since they are there to prop up the cr system which can be a bit iffy.</p><p> </p><p> </p><p>On the other hand,</p><p>If you are talking about PC's and Enhancement bonuses to natural armor.</p><p>The spell or item may need to be nerfed.</p><p> </p><p>I had not intended to grant HP for shields. As backwards as that sounds the shield does it's job when you aren't getting hit because of the AC bonus. I had also considered the Reflex bonus per 4e with regard to shields.</p><p> </p><p> </p><p>I had hopes that 4e would be less high powered and more high fantasy with an ardent return to exploration. Perhaps doing for exploration what feats did for customization.</p><p> </p><p>Or perhaps</p><p> </p><p>I have hopes that 5e will be less high powered and more high fantasy</p><p>with an ardent return to exploration. Perhaps doing for exploration what feats did for customization.</p><p> </p><p>Yeah, both I think.</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 5635170, member: 42437"] @[U][URL="http://www.enworld.org/forum/member.php?u=1106"]rounser[/URL][/U] I do not oppose quirky or Byzantine. I find that if we use it often it does not matter how complex it is. It does matter if we seldom use it. Or if it is needlessly convoluted an example would be 3e grapple rules. It's not unuseable but it is more complicated than it needs to be. As it stands it doesn't have actual depth just onerous rules that take longer to resolve than other attacks, and frequently useless, unless you are tricked out for it. Spellcasting is Byzanntine and quirky. But gets a lot of use from a broad array of classes. All that use keeps it fresh in our minds. @[U][URL="http://www.enworld.org/forum/member.php?u=98032"]CuRoi[/URL][/U] Natural armor for monsters is a behind the screen thing imo. If a monster needs to be hard to hit it has a high AC. If it needs to be tough it has high HP. I'm not saying change the monster to challenge PC's more like the monster is like this, because it is. Monster abilities do not need to be based on how many hd it has. 3e kept running into problems trying to shoehorn monsters into a level format that's why so many have a racial bonus to skills. That sounds like making a rule to govern things and making another to circumvent the governing rule. I tend to just eliminate both since they are there to prop up the cr system which can be a bit iffy. On the other hand, If you are talking about PC's and Enhancement bonuses to natural armor. The spell or item may need to be nerfed. I had not intended to grant HP for shields. As backwards as that sounds the shield does it's job when you aren't getting hit because of the AC bonus. I had also considered the Reflex bonus per 4e with regard to shields. I had hopes that 4e would be less high powered and more high fantasy with an ardent return to exploration. Perhaps doing for exploration what feats did for customization. Or perhaps I have hopes that 5e will be less high powered and more high fantasy with an ardent return to exploration. Perhaps doing for exploration what feats did for customization. Yeah, both I think. [/QUOTE]
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