Savage Wombat
Hero
I kind of liked the golf bag. It meant there was a drawback to over-specialization besides melee v. ranged. Why shouldn't a fighter who primarily uses a sword carry a mace for backup? It happened in the real world all the time.
I kind of liked the golf bag. It meant there was a drawback to over-specialization besides melee v. ranged. Why shouldn't a fighter who primarily uses a sword carry a mace for backup? It happened in the real world all the time.
The problem in 3e/4e - that Next is much better about - was that fighters needed to specialize in one weapon to even stay competitive. It's not as big a deal right now.I kind of liked the golf bag. It meant there was a drawback to over-specialization besides melee v. ranged. Why shouldn't a fighter who primarily uses a sword carry a mace for backup? It happened in the real world all the time.
That's why I like the fact that feats in D&D Next mostly apply static modifiers that aren't conditional. When they do add new abilities, they don't add complex ones. Also, you don't get very many feats so you don't have to worry about the complexity growing out of control. The players who find them too complex can just take stat bumps instead. You don't have to worry about too many temporary modifiers from spells because all buff spells require concentration, so only one buff per caster.
That kind of stuff does happen with veteran players. They were the ones I was talking about. That happened nearly every round of combat in our group of friends who'd been playing 3e/3.5e for 4 years straight.
Although my group composition has mostly changed, I don't believe that to be the reason our sessions no longer get bogged down in discussion of modifiers. I believe it's because we're running D&D Next now. There are basically 0 modifiers applied at the table. Turns now go:
"I attack the already damaged Orc. I hit AC 13."
"That hits."
"9 damage."
The point is that there ARE currently no modifiers in the game. Adding one might not be the end of the world. But once you add one then it becomes part of the game design philosophy to have them in the game, that's when you start adding a second, third, and then hundreds.
If complexity was really a main concern, the Wizard class would be have been dumped or reworked in favor of a simpler Wizard class a while ago.
I'm fond of the idea of weapon damage type resistance/vulnerability.
So, skeletons are Vulnerable to Bludgeoning
Maybe Oozes Resist Piercing
Maybe Constructs Resist Slashing
Maybe Dragons are Vulnerable to Piercing
Maybe trolls (with their severable limbs) are Vulnerable to Slashing
And maybe a spell that drops rocks on everyone deals Bludgeoning damage?
Considering the usual arguments against anything in 5E it will boil down to "Its too complex, people might get confused about what weapon they use".
I agree with this 100%. The difference between "I'll use this weapon because I get to do special maneuver x" is much more engaging, fun, and proactive, than "I need to use weapon y because weapon z is totally ineffective against this opponent." The second statement is reactive.The problem in 3e/4e - that Next is much better about - was that fighters needed to specialize in one weapon to even stay competitive. It's not as big a deal right now.
Still, if there's going to be a golf bag, I'd much rather it was because various cool weapon tricks were particularly helpful in the circumstance. Instead of simply doing half damage against certain enemies.
You know, fighters would have a better rep if the ability to effectively wield almost every weapon in the entire book proved to be relevant to game play.
I dunno, it looks to me like that would mean the Return of the Golf Bag.![]()
To me, that's kind of rudimentary differentiation. Just enough to be annoying, but not enough to add additional interest or options to Bob Fighter.