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Armor in Next
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<blockquote data-quote="BobTheNob" data-source="post: 5959980" data-attributes="member: 82425"><p>I must admit to having no faith what-so-ever in the approach of progression through armor types by wealth. My experience with the game is that it really isnt that hard to get wealth (unless the DM is being dogmatic about denying it to players) and the wealth level needed is reached quickly and boom, done and done. I just find money to be a poor way of handling character growth.</p><p></p><p>The other thing is character death. Players notoriously strip dead companions for there gear. So, what about that suit of Plate Mail that now dead character had to save up for? He is stripped of it, someone pays a nominal adjustment cost, and bypasses the expected character growth mechanism.</p><p></p><p>I far prefer that the larger AC is determined by the willingness of the player to take on penalties. That there are <u>play time</u> costs, meaning that the higher AC is payed for every single day of play, and not just an easily achieved "once off".</p><p></p><p>(edit : I have by and large agreed with everything I have been hearing about the direction for 5e. This equipment quality by growth of wealth approach is the first thing I have wholesale disagreed with)</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5959980, member: 82425"] I must admit to having no faith what-so-ever in the approach of progression through armor types by wealth. My experience with the game is that it really isnt that hard to get wealth (unless the DM is being dogmatic about denying it to players) and the wealth level needed is reached quickly and boom, done and done. I just find money to be a poor way of handling character growth. The other thing is character death. Players notoriously strip dead companions for there gear. So, what about that suit of Plate Mail that now dead character had to save up for? He is stripped of it, someone pays a nominal adjustment cost, and bypasses the expected character growth mechanism. I far prefer that the larger AC is determined by the willingness of the player to take on penalties. That there are [U]play time[/U] costs, meaning that the higher AC is payed for every single day of play, and not just an easily achieved "once off". (edit : I have by and large agreed with everything I have been hearing about the direction for 5e. This equipment quality by growth of wealth approach is the first thing I have wholesale disagreed with) [/QUOTE]
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