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Mearls: Abilities as the core?
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<blockquote data-quote="AeroDm" data-source="post: 5612578" data-attributes="member: 13650"><p>I didn't read it that way (I'm certainly open to being wrong though, so explain away). Mearls gave an example of a character interacting with poison and he acknowledged that you could "make a saving throw versus poison, a Fortitude save, or suffer an attack against Fortitude defense." He continues, "You already have a Constitution score. While your Constitution modifier can factor into a save or defense, why bother with that step? Why not just use your Constitution score as a defense and your modifier as a saving throw?"</p><p></p><p>So Mearls is saying that the derivative mechanics like Fort save or Fort defense, which depend on Constitution, should be removed and just use straight Con. Fort Save and Fort Defense are the sub contractors. </p><p></p><p>Later in the article he suggests "Mechanics that improved your defenses or saving throws become situational benefits to your abilities." So, hypothetically, you'll have a feat that is +2 vs poison and when you encounter poison you use your Con and your +2 vs poison feat.</p><p></p><p>My comment was that some of these will become so fundamental that they are worth "putting the subcontractor on salary" or recording it on the character sheet. The first example I see is AC (which is probably Dex + Armor + Shield + Class) which will come up often enough that it isn't worth looking down and adding up a bunch of little fiddly bits.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 5612578, member: 13650"] I didn't read it that way (I'm certainly open to being wrong though, so explain away). Mearls gave an example of a character interacting with poison and he acknowledged that you could "make a saving throw versus poison, a Fortitude save, or suffer an attack against Fortitude defense." He continues, "You already have a Constitution score. While your Constitution modifier can factor into a save or defense, why bother with that step? Why not just use your Constitution score as a defense and your modifier as a saving throw?" So Mearls is saying that the derivative mechanics like Fort save or Fort defense, which depend on Constitution, should be removed and just use straight Con. Fort Save and Fort Defense are the sub contractors. Later in the article he suggests "Mechanics that improved your defenses or saving throws become situational benefits to your abilities." So, hypothetically, you'll have a feat that is +2 vs poison and when you encounter poison you use your Con and your +2 vs poison feat. My comment was that some of these will become so fundamental that they are worth "putting the subcontractor on salary" or recording it on the character sheet. The first example I see is AC (which is probably Dex + Armor + Shield + Class) which will come up often enough that it isn't worth looking down and adding up a bunch of little fiddly bits. [/QUOTE]
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