Maxperson
Morkus from Orkus
Semantics. Being gifted meets the definition for elite. Elite =/= specialized training. The training that elite soldiers receive is just one way to be elite.Yes, they're gifted. Not elite.
Semantics. Being gifted meets the definition for elite. Elite =/= specialized training. The training that elite soldiers receive is just one way to be elite.Yes, they're gifted. Not elite.
And, thankfully, those are gone along with level limits.Of course, they were, and in a sense, they still are, it was one way to explain that "culturally", some classes were more appropriate for certain races. This has taken multiple forms throughout the editions, including weird ones like the Favored Class of 3e.
The defense rests.
And, thankfully, those are gone along with level limits.
If that was a typo, then why have you spent the entire thread trying to attach a special same to power gaming?And that was obviously a typo, so if it's all the argument that you can muster, it shows the strength of it...
If that was a typo, then why have you spent the entire thread trying to attach a special same to power gaming?
What purpose does it serve to try and badger people into 'admitting' to powergaming by playing the game via the obvious design intent meant to filter all but the outliers into playing certain combinations?
Barbarians are designed to get hit, so they work just fine with 14's. Reckless attack as a base ability for barbarians shows that intent. As does the first Bear aspect that gives you resistance to damage.Same with naked barbarians. You need 16 DEX or CON to have AC high enough to melee naked. You can't run in melee only with 14 AC.
Mine wasn't a Freudian slip though.I have not. And, by the way, you have a typo in your sentence above.
Barbarians are designed to get hit, so they work just fine with 14's. Reckless attack as a base ability for barbarians shows that intent. As does the first Bear aspect that gives you resistance to damage.
Your whole post was great, but I just want to call out this section.For a player to be put in the position of making an unsatisfying choice in a game, is unappealing. This is quite aside from the power that might be associated with choosing one way or another. I notice this happening with races. A visible internal struggle as the player tries to reconcile themselves with unsatisfying aspects of a possible choice, and as often fails and goes with the one that - in the game design as presented - is more satisfying. For me, the 'doesn't require' and 'power gaming' arguments stumble at this hurdle: they attribute motivations too narrowly (as well as containing lack of clarity about what would be required, or successful.)