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I will answer 10 questions about Mordenkainen's Tome
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<blockquote data-quote="jgsugden" data-source="post: 7746503" data-attributes="member: 2629"><p>You don't need to unless, as in when you play AL, you need to care about them. There is no inherent value in official rules over house rules as long as they don't break the game. I'm sure everyone in charge of the game would encourage you to make your less dexy elves. Really, consider it. The official rules encourage DMs to create things like monsters, spells and magic items... they have sections in the DMG for it. This is the same.Why? They had a concept and built for it - knowing that variant concepts could be assembled easily. They could have made a system when you 'build a bear' by selecting options from tables A, B, C, D and E to create races... but they decided to go with the route where they have a story concept and then build mechanics that support that story. Their story version of elves are dexterous.So far I do not see why ... everything you seem to want seems to be a tweak or two away. There is nothing disrespectful in the 5E game. They go out of their way to be inclusive and respectful of players and different play styles. </p><p></p><p>5E is the most adaptable system I've seen. </p><p></p><p>I also wish there were more 'feats' in the game. So I started to design a system that has more feats. It is convoluted, but the basics are you get a new 'feature' every *level*, and features exist on trees with prerequisites, etc... You can combine features to create existing feats, or you can dabble across the board... However, you can't just choose a feature. You have to try to learn it when you level. If you fail you can try again at a higher level, but it may be a few levels before you can assemble the combination of polearm fighting features you want. I also remove the ASIs at level 4, 8, 12, 16 and 19... replacing them with substantive abilities that come from backgrounds, races and classes. It was a beautiful system and took a huge amount of work - and my players did not buy into it at all. They were excited at first, but the complexity of it drove us back to the core rules and we were none the worse for wear.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7746503, member: 2629"] You don't need to unless, as in when you play AL, you need to care about them. There is no inherent value in official rules over house rules as long as they don't break the game. I'm sure everyone in charge of the game would encourage you to make your less dexy elves. Really, consider it. The official rules encourage DMs to create things like monsters, spells and magic items... they have sections in the DMG for it. This is the same.Why? They had a concept and built for it - knowing that variant concepts could be assembled easily. They could have made a system when you 'build a bear' by selecting options from tables A, B, C, D and E to create races... but they decided to go with the route where they have a story concept and then build mechanics that support that story. Their story version of elves are dexterous.So far I do not see why ... everything you seem to want seems to be a tweak or two away. There is nothing disrespectful in the 5E game. They go out of their way to be inclusive and respectful of players and different play styles. 5E is the most adaptable system I've seen. I also wish there were more 'feats' in the game. So I started to design a system that has more feats. It is convoluted, but the basics are you get a new 'feature' every *level*, and features exist on trees with prerequisites, etc... You can combine features to create existing feats, or you can dabble across the board... However, you can't just choose a feature. You have to try to learn it when you level. If you fail you can try again at a higher level, but it may be a few levels before you can assemble the combination of polearm fighting features you want. I also remove the ASIs at level 4, 8, 12, 16 and 19... replacing them with substantive abilities that come from backgrounds, races and classes. It was a beautiful system and took a huge amount of work - and my players did not buy into it at all. They were excited at first, but the complexity of it drove us back to the core rules and we were none the worse for wear. [/QUOTE]
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