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My Rant Apology & Sell Me Flat Math
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<blockquote data-quote="KesselZero" data-source="post: 5927801" data-attributes="member: 6689976"><p>I'm missing out on so much XP! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Anyway, I like your point about having a certain attack bonus mean something in the game world. I do think that more tightly controlled math will better achieve that-- somebody above uses the example of a 20th-level 3e wizard who's better with a sword than a 2nd-level samurai with weapon focus, just because the wizard has a natural BAB progression, and it sounds like 5e is trying to move away from that by giving fighters bonuses with weapons and casters bonuses with magic rather than a universal BAB system. I think it makes sense in the gameworld that warriors would get better with weapons, and casters better at magic, rather than both getting better at "attacking" in general. Mechanically speaking I believe they will try to represent this through concrete bonuses (the fighter gets a "Weapon Training" bonus at level 5 or something, for example) rather than a generalized improvement progression, so you can say specifically, "My fighter has a +6 to attack because of his Strength, his specialization in longswords, and his weapon training." (They addressed some similar ideas in the chat yesterday, talking about specific race and class bonuses to damage and AC, but I'm guessing the same will apply to the modest to-hit progression.)</p><p></p><p>I'm not sure what to say to your poison example; that's a clever and interesting argument that I hadn't thought of. My mental fiction tends to be that every hit is actually a landed blow (it just feels more exciting in my head like that, or if I'm describing actions as DM) and higher HP means more ability to shrug that off or tough it out. So in that case a poisoned dagger would hit on a hit and put more poison in your system, but your higher HP would mean the same amount of poison just doesn't affect you as much. Or maybe you're just better at turning the blow so you get nicked by the non-poisoned part. Not perfect, I know. If anything, my best guess is that 5e will have a system like you suggested where different poisons have different HP thresholds based on their potency, a la the spells we've seen.</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5927801, member: 6689976"] I'm missing out on so much XP! :p Anyway, I like your point about having a certain attack bonus mean something in the game world. I do think that more tightly controlled math will better achieve that-- somebody above uses the example of a 20th-level 3e wizard who's better with a sword than a 2nd-level samurai with weapon focus, just because the wizard has a natural BAB progression, and it sounds like 5e is trying to move away from that by giving fighters bonuses with weapons and casters bonuses with magic rather than a universal BAB system. I think it makes sense in the gameworld that warriors would get better with weapons, and casters better at magic, rather than both getting better at "attacking" in general. Mechanically speaking I believe they will try to represent this through concrete bonuses (the fighter gets a "Weapon Training" bonus at level 5 or something, for example) rather than a generalized improvement progression, so you can say specifically, "My fighter has a +6 to attack because of his Strength, his specialization in longswords, and his weapon training." (They addressed some similar ideas in the chat yesterday, talking about specific race and class bonuses to damage and AC, but I'm guessing the same will apply to the modest to-hit progression.) I'm not sure what to say to your poison example; that's a clever and interesting argument that I hadn't thought of. My mental fiction tends to be that every hit is actually a landed blow (it just feels more exciting in my head like that, or if I'm describing actions as DM) and higher HP means more ability to shrug that off or tough it out. So in that case a poisoned dagger would hit on a hit and put more poison in your system, but your higher HP would mean the same amount of poison just doesn't affect you as much. Or maybe you're just better at turning the blow so you get nicked by the non-poisoned part. Not perfect, I know. If anything, my best guess is that 5e will have a system like you suggested where different poisons have different HP thresholds based on their potency, a la the spells we've seen. [/QUOTE]
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