Bladesinger
Explorer
Weapons might be a little more difficult......let me see what I can do.I would totally go for this. Fighters can start with medium armor.
Now to do the same for weapons…
Weapons might be a little more difficult......let me see what I can do.I would totally go for this. Fighters can start with medium armor.
Now to do the same for weapons…
"Pick the highest AC" is not a meaningful choice.I'd rather have more choices than less choices.
Aside from Disadvantage on Stealth what more is there to affect armor choice then highest AC? This is the consequences of oversimplification."Pick the highest AC" is not a meaningful choice.
Just from past editions alone...Aside from Disadvantage on Stealth what more is there to affect armor choice then highest AC? This is the consequences of oversimplification.
What choices do you have making it more complicated?Aside from Disadvantage on Stealth what more is there to affect armor choice then highest AC? This is the consequences of oversimplification.
Agreed. This is the TTRPG paradox where more options can mean less choice.What choices do you have making it more complicated?
Can I chose an 8 Dex front line Cleric, or a Con/Cha Rogue?
Tables, charts, stat calculations, and you're always picking the biggest number. Why not just skip a few steps and get the same number?
Choising a fighting style is a choice.
Choosing a sub-class is a choice.
Choosing spells is a choice.
Choosing artificer infusion is a choice.
Choosing AC isn't. There is no meaningful trade off. Just take the highest.
Unless you want to have armor that gives +to dex saves instead of AC. Or something along those lines.
Exactly. So why not skip the middle man?Currently there are three "options"; light, medium and heavy, but none of these are really a choice. They are determined at character creation when you choose your class.
Advancement can still happen. +1 armor and weapons can still be a thing. Along with actual choices, like getting fire resist armor instead.A lot of the time when people talk about options and choice with things like weapons and armor, what they really want is another way to measure character advancement.
Works for me. Just allow the class to start with the appropriate armor and you are good to go.Exactly. So why not skip the middle man?
Just have the class give you your AC directly. Same as it does your hit dice.
Advancement can still happen. +1 armor and weapons can still be a thing. Along with actual choices, like getting fire resist armor instead.
Removing options = adding choiceIs armor too complicated as it is now? I'm not sure how this improves the game. Removing choices just to simplify things is not in and of itself an improvement.
I really don't agree with that.Removing options = adding choice
It really depends on what is being removed.I really don't agree with that.
I never knew anyone who used those rules. In practice, you had this incredibly detailed table that was basically ignored and everyone chose from the six or so best weapons. That kind of complexity is fun for a tiny minority of players and actively detracts from the game for most, so they just skip it.For armor and weapon choice to really matter... you would need to expand out the rules and bonuses/penalties for all of them... creating a whole mini-game of rock-paper-scissors type of things for how the weapons and armors and combat maneuvers/defense interact with each other. That's how things used to be in many ways-- in AD&D there was the whole "Weapons Vs Armor Types" chart... wherein certain types of weapons had bonuses/penalties against certain types of armors. One armor might give you a point less in AC versus slashing weapons, but 2 points of AC bonus versus bludgeoning. And thus (for those that used those rules)... it was all about figuring out what types of attacks or armors you would be facing off against and finding the right "counter" to them to be most effective. It was a mini-game within the game that some players could focus on if they wanted-- just like Weapon Speed Factors could be used to up the complexity of combat.
I guess it's just me, but I don't find weapon or armour choice a particularly interesting aspect of gameplay. I think the basic elements are necessary for class balance reasons, but for the sake of the narrative I generally ignore most of the weapon rules. For example, I had one character who wants to use a scimitar plus shield so it would match her miniature, but use the the long sword stats and I said "yup." I think the whole weapons table in the PHB could be reduced to about 8 homogenized categories and leave all the flavour up the players.
My main issue with the current system is that it reduces player choice because there are clear winners and losers in the weapons sweepstakes, so (similarly to AD&D but less extreme) most of the options are wasted. And a few of them weapon properties (reach!) seem to exist only for exploits that actively undermine story immersion.
I guess it's just me, but I don't find weapon or armour choice a particularly interesting aspect of gameplay. I think the basic elements are necessary for class balance reasons, but for the sake of the narrative I generally ignore most of the weapon rules. For example, I had one character who wants to use a scimitar plus shield so it would match her miniature, but use the the long sword stats and I said "yup." I think the whole weapons table in the PHB could be reduced to about 8 homogenized categories and leave all the flavour up the players.
The part i never get is why when people say "X and Y are not interesting", many go to "remove aspects of X and Y" insted of "make X and Y interesting"No, it's not just you. I completely agree. Weapon/armor choice are just not an interesting part of the game for me.
How would you make chain vs plate interesting?The part i never get is why when people say "X and Y are not interesting", many go to "remove aspects of X and Y" insted of "make X and Y interesting"
No, it's not just you. I completely agree. Weapon/armor choice are just not an interesting part of the game for me.
If some people completely agree in that they don't find undead or beasts or fiends "an interesting part of the game" should wotc design 6e to omit those creatures too? What if they don't find fighters or wizards or clerics "a particularly interesting aspect of gameplay"? At what point is chasing simplicity go too far?I never knew anyone who used those rules. In practice, you had this incredibly detailed table that was basically ignored and everyone chose from the six or so best weapons. That kind of complexity is fun for a tiny minority of players and actively detracts from the game for most, so they just skip it.
My main issue with the current system is that it reduces player choice because there are clear winners and losers in the weapons sweepstakes, so (similarly to AD&D but less extreme) most of the options are wasted. And a few of them weapon properties (reach!) seem to exist only for exploits that actively undermine story immersion.
I guess it's just me, but I don't find weapon or armour choice a particularly interesting aspect of gameplay. I think the basic elements are necessary for class balance reasons, but for the sake of the narrative I generally ignore most of the weapon rules. For example, I had one character who wants to use a scimitar plus shield so it would match her miniature, but use the the long sword stats and I said "yup." I think the whole weapons table in the PHB could be reduced to about 8 homogenized categories and leave all the flavour up the players.
It's not hard when you move from focusing exclusively on the "I don't like it, nobody can & it can't be done" end of the pool & start looking at things that worked in past editions. Plate reduces speed & penalties to certain skills but gives high ac. Chain with some dex gives moderate to good AC but a minor penalty to some or all of the same skills Leather plus (lots) of dex gives low to moderate AC but few if any penalties to skills. Any of them can have some chance of causing spells to fail when cast while wearing it that is inversely proportional to the AC it gives while various classes & subclasses like EK & AT might give small cumulative reductions to that chance at regular intervals to avoid being an agonizing repelling EB type dip feature for what are otherwise pure casters. Specific armors could even give a reduction or increase in specific damage types taken like some of the 4e armors did.... Of course doing that well depends in some degree on admitting that relying on (dis)advantage as the first last & only option is an application of maslow's hammer that fails to provide the precision & finesse needed for many areas of design*.How would you make chain vs plate interesting?
Honestly I don't see a way of making leather vs plate interesting either.
Just give Paladins and fighters +AC and call it a day.