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Basic 5E: Weapons and Armor as style choice...
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<blockquote data-quote="Sunseeker" data-source="post: 5861693"><p>I tend to think of it this way: weapons and armor are part of an inverse package. The heavier the armor you wear, the more restricted your list of useful weapons is. The lighter armor you wear, the less restricted your list of weapons is(with respect to class). To this end, I think dexterity needs to play a larger role in to-hit(or damage). Perhaps the lighter armored you are the better you can place your shots(hit bonus), or the armor doesn't slow down your movements so you can hit harder(damage bonus).</p><p></p><p>But armor and weapons should be a "meet in the middle" sort of package. We can replace "weapons" with "magic" and apply the same to wizards similar to the arcane spell failure penalties. Perhaps wearing heavy armor is exhausting, and reduces the number of spells you can cast per day(no need for spell failure percentiles), or reduces the number of spells you can prepare(for all you non-spontaneous casters). </p><p></p><p>In this regard, we don't even need to give classes armor or weapon prescience except as a bonus deal. Fighters are "Focused" in all armors and weapons, granting them a +1 benefit. Wizards are not, but there's no penalty for choosing an armor type outside your Focus, and the benefit to choosing one within your Focus would be small enough to ignore without severely hampering your effectiveness.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5861693"] I tend to think of it this way: weapons and armor are part of an inverse package. The heavier the armor you wear, the more restricted your list of useful weapons is. The lighter armor you wear, the less restricted your list of weapons is(with respect to class). To this end, I think dexterity needs to play a larger role in to-hit(or damage). Perhaps the lighter armored you are the better you can place your shots(hit bonus), or the armor doesn't slow down your movements so you can hit harder(damage bonus). But armor and weapons should be a "meet in the middle" sort of package. We can replace "weapons" with "magic" and apply the same to wizards similar to the arcane spell failure penalties. Perhaps wearing heavy armor is exhausting, and reduces the number of spells you can cast per day(no need for spell failure percentiles), or reduces the number of spells you can prepare(for all you non-spontaneous casters). In this regard, we don't even need to give classes armor or weapon prescience except as a bonus deal. Fighters are "Focused" in all armors and weapons, granting them a +1 benefit. Wizards are not, but there's no penalty for choosing an armor type outside your Focus, and the benefit to choosing one within your Focus would be small enough to ignore without severely hampering your effectiveness. [/QUOTE]
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