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Hopes for the 5E Fighter
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<blockquote data-quote="Stormonu" data-source="post: 5773540" data-attributes="member: 52734"><p>Back in 1E/2E was there ever a reason NOT to armor up into Plate mail? I can't remember any options or kit that didn't punish you for going with the heavist armor you could afford. I don't think this even got addressed in 3E except with making a seperate class (swashbuckler) and I'm not sure if 4E broached the subject of the lightning quick unarmored fighter.</p><p></p><p></p><p>On the subject of Wuxia/supernatural moves, I'd really like to see that sort of stuff made optional or put into a supplemental book.</p><p></p><p>Vs Wizards, I think there can be a happy medium of giving the wizard enough magical abilty to hold his own, but put limitations into the system so that drawing on greater power than the "average" for that level is possible, but risky. The trick becomes keeping the game from forcing the wizard to draw on that power and abnormally risking his/her character.</p><p></p><p>One of the dial settings of the game would thus be where the power level of the game would sit. If spellcasters then draw on powers that attempt to exceed that level or expectation of ability, then risk becomes involved.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5773540, member: 52734"] Back in 1E/2E was there ever a reason NOT to armor up into Plate mail? I can't remember any options or kit that didn't punish you for going with the heavist armor you could afford. I don't think this even got addressed in 3E except with making a seperate class (swashbuckler) and I'm not sure if 4E broached the subject of the lightning quick unarmored fighter. On the subject of Wuxia/supernatural moves, I'd really like to see that sort of stuff made optional or put into a supplemental book. Vs Wizards, I think there can be a happy medium of giving the wizard enough magical abilty to hold his own, but put limitations into the system so that drawing on greater power than the "average" for that level is possible, but risky. The trick becomes keeping the game from forcing the wizard to draw on that power and abnormally risking his/her character. One of the dial settings of the game would thus be where the power level of the game would sit. If spellcasters then draw on powers that attempt to exceed that level or expectation of ability, then risk becomes involved. [/QUOTE]
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