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<blockquote data-quote="Lanefan" data-source="post: 7877362" data-attributes="member: 29398"><p>Wow - lots to unpack in this one! I don't agree with everything you say but some of your points are bang on.</p><p>I'd rather see metagame mechanics like this disappear completely.</p><p></p><p>Where I think six is not enough. Each of the current stats can quite reasonably be divided into two parts. Then at roll-up, for each pair you ROLL (none of this point-buy or array stuff) 4d6-take-3 twice, where one goes into one side of that stat and the other goes into the other. For example what's now Strength would break into Strength and Brawn; you'd roll 4d6 twice and put one result into each. Repeat for each pair of stats; after which you can switch one (and only one) complete pair with another.</p><p></p><p>Keep on preaching this from the highest mountain you can find!!!!</p><p></p><p>The answer is both simple and a bit complex at the same time: do away with additive levels and have levels in each class advance independently, at whatever ratio the player desires.</p><p></p><p>Currently a Fighter-4/Wizard-4 is an 8th level character where four levels have been put into each class. What I'd like is that this instead be a Fighter-4 and a Wizard-4, saving and attacking etc. using the better of the two classes' abilities.</p><p></p><p>This would force a re-think of the advancement table to make it more of a J-curve, so that single-class characters don't get too far ahead of double-class ones. It also wouldn't work well in games that don't use xp; the whole point of this idea is that a player can divide any xp in whatever ratio is desired, so you can have a 50-50 Fighter-Wizard or a 75-25 Fighter-Wizard or a 90-10 Wizard-Fighter, whatever. (we use this, and have ruled that the ratio can be changed only at training for any level or during downtime between adventures)</p><p></p><p>Most importantly, put a hard cap that says <em>no character can ever have more than two classes</em>.</p><p></p><p>Resting in 5e is its own special case... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Both of these are good enough mechanics in themselves but - like advantage/disadvantage - they get massively overused. It's a designer thing: come up with a good mechanic and then shoehorn it into everything even if it doesn't work there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Best to leave concentration and attunement only for those relatively few particular spells/items that would become truly problematic without them.</p><p></p><p>In an old-school game where characters are a bit more fragile at all levels, this would be correct: not having a shiled to give you some extra AC makes you much more vulnerable thus making it a serious choice as to whether to go with two weapons or sword-and-board. But in 4e-5e where everyone has bags of hit points and so taking damage isn't so much of an issue, the loss of defense from not having a shield is way more than made up for by the increased damage output from a second weapon - the choice is really no choice at all. Thus, they needed to find a way to rein in TWF somehow, and this was their solution.</p><p></p><p>I think they toned down surprise to avoid parties getting half-wasted before they could react; which is kind of a shame in some ways as it also means a careful party can't do the same to their foes. You're quite right: the surprise round works just fine 99% of the time.</p><p></p><p>Stealth and hiding have some glaring holes in their rules, so "Do what makes logical sense" is still what it comes down to anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7877362, member: 29398"] Wow - lots to unpack in this one! I don't agree with everything you say but some of your points are bang on. I'd rather see metagame mechanics like this disappear completely. Where I think six is not enough. Each of the current stats can quite reasonably be divided into two parts. Then at roll-up, for each pair you ROLL (none of this point-buy or array stuff) 4d6-take-3 twice, where one goes into one side of that stat and the other goes into the other. For example what's now Strength would break into Strength and Brawn; you'd roll 4d6 twice and put one result into each. Repeat for each pair of stats; after which you can switch one (and only one) complete pair with another. Keep on preaching this from the highest mountain you can find!!!! The answer is both simple and a bit complex at the same time: do away with additive levels and have levels in each class advance independently, at whatever ratio the player desires. Currently a Fighter-4/Wizard-4 is an 8th level character where four levels have been put into each class. What I'd like is that this instead be a Fighter-4 and a Wizard-4, saving and attacking etc. using the better of the two classes' abilities. This would force a re-think of the advancement table to make it more of a J-curve, so that single-class characters don't get too far ahead of double-class ones. It also wouldn't work well in games that don't use xp; the whole point of this idea is that a player can divide any xp in whatever ratio is desired, so you can have a 50-50 Fighter-Wizard or a 75-25 Fighter-Wizard or a 90-10 Wizard-Fighter, whatever. (we use this, and have ruled that the ratio can be changed only at training for any level or during downtime between adventures) Most importantly, put a hard cap that says [I]no character can ever have more than two classes[/I]. Resting in 5e is its own special case... :) Both of these are good enough mechanics in themselves but - like advantage/disadvantage - they get massively overused. It's a designer thing: come up with a good mechanic and then shoehorn it into everything even if it doesn't work there. :) Best to leave concentration and attunement only for those relatively few particular spells/items that would become truly problematic without them. In an old-school game where characters are a bit more fragile at all levels, this would be correct: not having a shiled to give you some extra AC makes you much more vulnerable thus making it a serious choice as to whether to go with two weapons or sword-and-board. But in 4e-5e where everyone has bags of hit points and so taking damage isn't so much of an issue, the loss of defense from not having a shield is way more than made up for by the increased damage output from a second weapon - the choice is really no choice at all. Thus, they needed to find a way to rein in TWF somehow, and this was their solution. I think they toned down surprise to avoid parties getting half-wasted before they could react; which is kind of a shame in some ways as it also means a careful party can't do the same to their foes. You're quite right: the surprise round works just fine 99% of the time. Stealth and hiding have some glaring holes in their rules, so "Do what makes logical sense" is still what it comes down to anyway. :) [/QUOTE]
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