D&D 5E Advanced 5th edition Dungeons & Dragons!

Some other things I'd love as ADND5e optional modules :

More complex weapons and armor.

Weapon properties like in 4e

Armor with DR vs certain damage types.

Weapons allowed to have multiple damage types, and/or pick one (think longswords doing piercing or slashing depending on how you use it)

Rules for Armor only providing DR, and using shields and your weapons to make yourself harder to hit.

Better mounted combat rules

Good sets of rules for world-building stuff like strongholds, organizations, etc

Rules for creating and improvising spells and maneuvers.

Rituals as a stand alone thing
 

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As for painting a target on your back.... if you hold opinions and don't really what to let people know you hold those opinions without the veil of anonymity... what's the point? If you can only express your views when behind a mask, are those views worth having? If it's going to upset people so much that you don't want the, knowing your real name, why are you saying it and upsetting people?

The fact that interested parties can use social media to engage in modern day witch-hunts is not an indictment of the strength or validity of the viewpoints they demonize, merely that they have no other means of refuting them besides lashing out. Those ideas and beliefs can emphatically and unambiguously be worth holding, and this is why anonymity is such a treasure, it forces you to address the argument and nothing else.

That said, I’m going to duck out of the thread, since 1) I’m not really contributing much to it and I don’t want to derail it more than I already have, and 2) most of the counter-points or examples I could offer for this subject are either political or could become such without too much pressure, and that’s verboten. If you are interested in discussing it further drop me a PM.
 

Some other things I'd love as ADND5e optional modules :

More complex weapons and armor.

Weapon properties like in 4e

Armor with DR vs certain damage types.

Weapons allowed to have multiple damage types, and/or pick one (think longswords doing piercing or slashing depending on how you use it)

Rules for Armor only providing DR, and using shields and your weapons to make yourself harder to hit.

Better mounted combat rules

Good sets of rules for world-building stuff like strongholds, organizations, etc

Rules for creating and improvising spells and maneuvers.

Rituals as a stand alone thing

The d20 Conan game had armour DR and parry and dodge defence scores. Weapons with armour piercing could halve the DR of armour if their AP was equal to or higher than the DR of the armour. Finesse fighters could completely bypass armour DR if their attack roll exceeded the enemies defence score + the armour's DR. I quite liked that system and it could possibly work well for a 5e game with some modification.
 

I don't buy it. When armor turns a "hit" into a "miss", it's not connecting. It may make contact, but it glances off. Which is not related to how hard you hit, but how accurately you attacked, combined with how well they defended themselves. Dexterity.

An actual hit *connects*, and that is where strength can come into play.
Armour isn't an all-or-nothing affair. The force with which an attack lands can make the difference between a sword stopping at the surface or pushing through the rings or leather, between a relatively harmless rebound, or a wrenched joint etc. Strength.

The force that you can exert on the weapon determines how fast you can move it, change the direction of a swing etc. That's pretty vital for getting past the guard of anyone who isn't just letting you hit them because you're the hero and they're an extra. Strength. :-p

But the fact is, no matter how strong you are, your coordination and form will always play a role in how well you hit, and in how hard you hit.
And no matter your coordination and balance, how athletic you are will always play a role in how hard you are to hit.
As an abstraction, using Str as the offensive stat and Dex as the defensive stat seems to make the most sense, even though there are elements of both in both attack and defence.
 

Armour isn't an all-or-nothing affair. The force with which an attack lands can make the difference between a sword stopping at the surface or pushing through the rings or leather, between a relatively harmless rebound, or a wrenched joint etc. Strength.

The force that you can exert on the weapon determines how fast you can move it, change the direction of a swing etc. That's pretty vital for getting past the guard of anyone who isn't just letting you hit them because you're the hero and they're an extra. Strength. :-p

And no matter your coordination and balance, how athletic you are will always play a role in how hard you are to hit.
As an abstraction, using Str as the offensive stat and Dex as the defensive stat seems to make the most sense, even though there are elements of both in both attack and defence.

Ok, I'm sorry I gave the wrong impression here. Maybe I just took too long a break from enworld and forgot how the discussions tend to go here.

I don't care enough about this to do a prolonged, point by point, back and forth other it.

We disagree, I find your arguments entirely unconvincing, and I gather you find mine the same, there is no point in continuing.
 

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