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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore: What Worked, What Didn't
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<blockquote data-quote="Li Shenron" data-source="post: 6259764" data-attributes="member: 1465"><p>Same concern here. It's probably up to what they put in supplements or 3rd-party products, if bloat happens they'll reset the edition in a few years. But as long as core is concerned, it's probably not going to be a problem at all (unless a DM starts granting advantage as a reward for description, that is quite likely to end up pretty badly).</p><p></p><p>Weapon special abilities would have been really cool... I am undecided on this subject. On one hand, I understand that since everybody can pick up a weapon, having most weapons with special rules can cause a lot of drag in the character creation phase, if players start thinking too much about which weapon to pick up. On the other hand, spells already have a similar issue (everyone playing a spellcaster goes through the list), so non-casters having the same would probably bring more balance. That said, just representing weapon special abilities through feats and class features is probably fine. But whatever their choice, it's not going to satisfy everybody... </p><p></p><p>I still have to build enough an opinion on concentration rules. Apparently, playtesters loved them, but how many of them really had time to see the long-term consequences?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6259764, member: 1465"] Same concern here. It's probably up to what they put in supplements or 3rd-party products, if bloat happens they'll reset the edition in a few years. But as long as core is concerned, it's probably not going to be a problem at all (unless a DM starts granting advantage as a reward for description, that is quite likely to end up pretty badly). Weapon special abilities would have been really cool... I am undecided on this subject. On one hand, I understand that since everybody can pick up a weapon, having most weapons with special rules can cause a lot of drag in the character creation phase, if players start thinking too much about which weapon to pick up. On the other hand, spells already have a similar issue (everyone playing a spellcaster goes through the list), so non-casters having the same would probably bring more balance. That said, just representing weapon special abilities through feats and class features is probably fine. But whatever their choice, it's not going to satisfy everybody... I still have to build enough an opinion on concentration rules. Apparently, playtesters loved them, but how many of them really had time to see the long-term consequences? [/QUOTE]
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Legends & Lore: What Worked, What Didn't
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