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Fighter Non-Combat Ability Brainstorm
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<blockquote data-quote="DND_Reborn" data-source="post: 7831593" data-attributes="member: 6987520"><p>Sure, looking up information on a table is <em>so</em> complex... Oh, and working with negative numbers! THE HORROR!! It wasn't that hard to figure out. Did we use <em>everything</em> in the DMG (especially), no, of course not, just like people don't use everything in 5E when the don't want to. That is, if 5E even bothered to include rules for something... much of which is lacking, unrealistic, and/or over-simplified because apparently people can't figure things out anymore.</p><p></p><p>You're tired? Yeah, so am I. Of people expounded the wonderful joys of 5E when over half the time everything people talk about is clarifying rules, lack of clarifcation, or house-rules/homebrew because things are missing. We've got pages of house-rules for 5E already and haven't even been playing a year, but I have maybe 3-4 pages for AD&D.</p><p></p><p>I'm tired of people saying AD&D had power issues when people (myself included) played it for decades without even thoughts of the so-called LFQW issue.</p><p></p><p>Anyway, mana systems don't <em>have</em> to increase the power of casters. If that is the goal of the mechanic design, then that is understandable. If the goal is to make magic rare and more difficult, it can be designed to do that as well. For example, with our system you can cast nearly the same exact spells as with slots in RAW, but you also have the option of casting more lower level spells (instead of higher level ones) and vice versa.</p><p></p><p>Your whole hp argument is pointless, by the way. Any strike <em>could</em> kill a target once the hp are low enough. That is the mechanic behind D&D and if you wanted each hit to potentially kill, having a much more lethal game, you certainly could.</p><p></p><p>Finally, don't even get me started on BA... what a horrible idea. They decided to go <em>too</em> far in the other direction when they got tired of issues created in 3E and on.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7831593, member: 6987520"] Sure, looking up information on a table is [I]so[/I] complex... Oh, and working with negative numbers! THE HORROR!! It wasn't that hard to figure out. Did we use [I]everything[/I] in the DMG (especially), no, of course not, just like people don't use everything in 5E when the don't want to. That is, if 5E even bothered to include rules for something... much of which is lacking, unrealistic, and/or over-simplified because apparently people can't figure things out anymore. You're tired? Yeah, so am I. Of people expounded the wonderful joys of 5E when over half the time everything people talk about is clarifying rules, lack of clarifcation, or house-rules/homebrew because things are missing. We've got pages of house-rules for 5E already and haven't even been playing a year, but I have maybe 3-4 pages for AD&D. I'm tired of people saying AD&D had power issues when people (myself included) played it for decades without even thoughts of the so-called LFQW issue. Anyway, mana systems don't [I]have[/I] to increase the power of casters. If that is the goal of the mechanic design, then that is understandable. If the goal is to make magic rare and more difficult, it can be designed to do that as well. For example, with our system you can cast nearly the same exact spells as with slots in RAW, but you also have the option of casting more lower level spells (instead of higher level ones) and vice versa. Your whole hp argument is pointless, by the way. Any strike [I]could[/I] kill a target once the hp are low enough. That is the mechanic behind D&D and if you wanted each hit to potentially kill, having a much more lethal game, you certainly could. Finally, don't even get me started on BA... what a horrible idea. They decided to go [I]too[/I] far in the other direction when they got tired of issues created in 3E and on. [/QUOTE]
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