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<blockquote data-quote="Himbo_Jones" data-source="post: 9547883" data-attributes="member: 7049217"><p>This alone patches up a <em>huge</em> problem I have with 5e and where the majority of my homebrewing efforts were going to be spent. It's so well done that I'm even reconsidering if I should go ahead with adding in weapon "arts" that are active (and sometimes passive) abilities inherent to weapons that must be selected in much the same way as maneuvers but which are tied to specific weapons and can, theoretically, be accessed by any class. It almost seems unnecessary.</p><p></p><p>But what I'm really enamored with are the social skills and how martial classes have so much more pull in that aspect of the game than they do in base 5e. Just seeing a berserker have the ability to waltz into a town and get the respect of mercenary groups who will house and feed both them and their party creates so many built-in opportunities for roleplay and story hooks that I, as a Narrator, almost don't have to do much to make the world feel alive. It just <em>is.</em></p><p></p><p>Bless the designers for giving their GMs so many more avenues and tools to make good stories and to settle the PCs into the world in very real and tangible ways.</p></blockquote><p></p>
[QUOTE="Himbo_Jones, post: 9547883, member: 7049217"] This alone patches up a [I]huge[/I] problem I have with 5e and where the majority of my homebrewing efforts were going to be spent. It's so well done that I'm even reconsidering if I should go ahead with adding in weapon "arts" that are active (and sometimes passive) abilities inherent to weapons that must be selected in much the same way as maneuvers but which are tied to specific weapons and can, theoretically, be accessed by any class. It almost seems unnecessary. But what I'm really enamored with are the social skills and how martial classes have so much more pull in that aspect of the game than they do in base 5e. Just seeing a berserker have the ability to waltz into a town and get the respect of mercenary groups who will house and feed both them and their party creates so many built-in opportunities for roleplay and story hooks that I, as a Narrator, almost don't have to do much to make the world feel alive. It just [I]is.[/I] Bless the designers for giving their GMs so many more avenues and tools to make good stories and to settle the PCs into the world in very real and tangible ways. [/QUOTE]
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