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Armor Proficiencies
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<blockquote data-quote="Hriston" data-source="post: 7788269" data-attributes="member: 6787503"><p>But that’s the thing. I have no doubt that you can build an array using point-buy that gives you a tertiary score of 14, or even 15. I’m not even looking at point-buy arrays because it’s a variant rule and some of its outcomes are very unlikely using the default score generation methods. So I’m using the standard array except with a 16 as the top score as my baseline because that’s actually the most likely result of 4d6 drop lowest.</p><p></p><p>I’m also not considering racial ASIs. I don’t think the mini-game of matching your class with the most optimal race is one with which you need to engage in order to properly play the game. Truthfully, I think racial ASIs are in the game more to satisfy Simulationist, rather than Gamist, goals of play. An analysis of how armor proficiencies are designed needs to consider all race-class combinations, not just the most optimal ones. Racial ASIs are in the game, and players are going to optimize, but I’m not sure how to account for that except to just ignore the whole thing. I don’t think armor proficiency is designed around the most optimal race-class combinations, so I’m reluctant to start with that assumption.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7788269, member: 6787503"] But that’s the thing. I have no doubt that you can build an array using point-buy that gives you a tertiary score of 14, or even 15. I’m not even looking at point-buy arrays because it’s a variant rule and some of its outcomes are very unlikely using the default score generation methods. So I’m using the standard array except with a 16 as the top score as my baseline because that’s actually the most likely result of 4d6 drop lowest. I’m also not considering racial ASIs. I don’t think the mini-game of matching your class with the most optimal race is one with which you need to engage in order to properly play the game. Truthfully, I think racial ASIs are in the game more to satisfy Simulationist, rather than Gamist, goals of play. An analysis of how armor proficiencies are designed needs to consider all race-class combinations, not just the most optimal ones. Racial ASIs are in the game, and players are going to optimize, but I’m not sure how to account for that except to just ignore the whole thing. I don’t think armor proficiency is designed around the most optimal race-class combinations, so I’m reluctant to start with that assumption. [/QUOTE]
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