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Elven Trance, Spell Scrolls, Grappling & More: New Sage Advice
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<blockquote data-quote="Li Shenron" data-source="post: 7681458" data-attributes="member: 1465"><p>I don't have much to disagree with the advices, but in general I have to say they are starting to give me a bad feeling... because they are strengthening the grips of <em>one</em> strict interpretation of stuff that really doesn't add to the game at all. </p><p></p><p>Who cares if an elf sleeps 4 hours and then rests 4 hours, while a human sleeps for 8 but then could sleep for 6 and rest for 2...? I guess some people do, but to me it adds only complexity for no benefit. I wish the game would rather say something about elves remaining more aware than others while resting, all the time. Then you know it's good to have an elf in the party because she will protect everyone from a night's ambush. Instead, this 4+4 hours is kind of suggesting that I should keep track of exactly at what hour the elf starts and ends trancing, because that's different from the rest of the party and whatnot... bullfiddling!</p><p></p><p>Similarly, I don't think it's such a good idea to be so strict about "interaction with one object is free, with more it is not free". How exactly this improves the game? The main effect is that melee fighters can use multiple attacks, archers can use multiple attacks, but knife-throwers cannot. And that improves the game... because? Why <em>should </em>the latter be penalized (considering they are already generally disadvantaged by having only a few "ammunitions" before running out)? The second effect is that you cannot <em>switch</em> a weapon on your turn unless you give up your main action. That's mostly how it worked in 3e, it's not a major problem, but it's a bit too strict for 5e which allows e.g. more freedom of movement (i.e. split up your move), why not allowing free switching of weapon during a battle? It's not that we have the "golf bag" effect as in 3e anymore... Once again, it's not <em>wrong</em> to require to waste a turn in order to switch weapon, it can be thought as a balancing rule so that the choice between starting with a ranged weapon and switch to melee VS start straight with melee, is a tactical choice. But as a default, I think it's more strict than needed.</p><p></p><p>All in all, my point is just that even if these sage advice are 99% fine for me, they start to sound annoying... instead of clearing up my doubts, they feel like dictating too much precision for my tastes.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7681458, member: 1465"] I don't have much to disagree with the advices, but in general I have to say they are starting to give me a bad feeling... because they are strengthening the grips of [I]one[/I] strict interpretation of stuff that really doesn't add to the game at all. Who cares if an elf sleeps 4 hours and then rests 4 hours, while a human sleeps for 8 but then could sleep for 6 and rest for 2...? I guess some people do, but to me it adds only complexity for no benefit. I wish the game would rather say something about elves remaining more aware than others while resting, all the time. Then you know it's good to have an elf in the party because she will protect everyone from a night's ambush. Instead, this 4+4 hours is kind of suggesting that I should keep track of exactly at what hour the elf starts and ends trancing, because that's different from the rest of the party and whatnot... bullfiddling! Similarly, I don't think it's such a good idea to be so strict about "interaction with one object is free, with more it is not free". How exactly this improves the game? The main effect is that melee fighters can use multiple attacks, archers can use multiple attacks, but knife-throwers cannot. And that improves the game... because? Why [I]should [/I]the latter be penalized (considering they are already generally disadvantaged by having only a few "ammunitions" before running out)? The second effect is that you cannot [I]switch[/I] a weapon on your turn unless you give up your main action. That's mostly how it worked in 3e, it's not a major problem, but it's a bit too strict for 5e which allows e.g. more freedom of movement (i.e. split up your move), why not allowing free switching of weapon during a battle? It's not that we have the "golf bag" effect as in 3e anymore... Once again, it's not [I]wrong[/I] to require to waste a turn in order to switch weapon, it can be thought as a balancing rule so that the choice between starting with a ranged weapon and switch to melee VS start straight with melee, is a tactical choice. But as a default, I think it's more strict than needed. All in all, my point is just that even if these sage advice are 99% fine for me, they start to sound annoying... instead of clearing up my doubts, they feel like dictating too much precision for my tastes. [/QUOTE]
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