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L&L for November 24th
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<blockquote data-quote="Argyle King" data-source="post: 6224907" data-attributes="member: 58416"><p>I think having ability checks rather than saves is one of my favorite changes you made for Next. Not only does it make saving against things easier, it also allows saves to be used for a wider variety of things. It also makes your character's abilities actually mean something; while dumping a stat is still possible, it becomes a choice which is actually a tough choice because that ability you dumped might be something you need in some situations. To me, that aids in fostering width and breadth of play rather than the strict linear and vertical advancement of 3rd and 4th. I also believe that the 3-save system added an extra layer of complexity which didn't really add anything to the game.</p><p></p><p>I wish initiative would be divorced from Dex though. I understand the rationale behind it, but Dex tends to be one of the stats in D&D that is a little too good compared to some of the others. I believe divorcing initiative from it would help level the playing field some. I also believe that reaction speed isn't necessarily the same thing as dexterity, so there are some thematic reasons for why initiative wouldn't be tied to Dex. I propose that initiative might instead be tied to the level of character; more seasoned and experienced adventurers would have a better feel for when danger is afoot. Feats such as improved initiative could still exist, and perhaps there would be an option or path for the rogue to add his Dex mod to initiative checks... you might even be able to make a warlord-ish path for the fighter who is able to give his Cha or Int mod to an ally's initiative; representing leadership in the case of Cha or tactical knowledge in the case of Int.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6224907, member: 58416"] I think having ability checks rather than saves is one of my favorite changes you made for Next. Not only does it make saving against things easier, it also allows saves to be used for a wider variety of things. It also makes your character's abilities actually mean something; while dumping a stat is still possible, it becomes a choice which is actually a tough choice because that ability you dumped might be something you need in some situations. To me, that aids in fostering width and breadth of play rather than the strict linear and vertical advancement of 3rd and 4th. I also believe that the 3-save system added an extra layer of complexity which didn't really add anything to the game. I wish initiative would be divorced from Dex though. I understand the rationale behind it, but Dex tends to be one of the stats in D&D that is a little too good compared to some of the others. I believe divorcing initiative from it would help level the playing field some. I also believe that reaction speed isn't necessarily the same thing as dexterity, so there are some thematic reasons for why initiative wouldn't be tied to Dex. I propose that initiative might instead be tied to the level of character; more seasoned and experienced adventurers would have a better feel for when danger is afoot. Feats such as improved initiative could still exist, and perhaps there would be an option or path for the rogue to add his Dex mod to initiative checks... you might even be able to make a warlord-ish path for the fighter who is able to give his Cha or Int mod to an ally's initiative; representing leadership in the case of Cha or tactical knowledge in the case of Int. [/QUOTE]
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