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New One D&D Weapons Table Shows 'Mastery' Traits
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<blockquote data-quote="Chaosmancer" data-source="post: 8993681" data-attributes="member: 6801228"><p>1) Debatable. I certainly have never felt like it was too easy</p><p></p><p>2) Sure, but while I want more crafting and stronghold rules to affect the game world beyond violence, I also have long ago found 3pp stuff to cover that. It is a problem, and there should be more solutions in official content for it, But this isn't an insurmountable problem for those of us who are long-time players/DMs</p><p></p><p>4) Yes, but weirdly point #1 keeps being brought up as a reason not to fix that imbalance. Which is bizarre to me, because again point #1 is debatable at best. </p><p></p><p>5) Yes, and? Like I said, if you are no longer a new player/DM, you should be aware of those design decisions and adjust appropriately. And if you are a new player/DM, you often don't notice anything. </p><p></p><p>6) I agree, the DMG should offer more advice on how to adjust things. However, this is again not a reason to avoid fixing point #4.</p><p></p><p></p><p></p><p>Why is it a problem that a perfectly viable character choice is perfectly viable? Do we want to secretly make it so that one of the most iconic fantasy archetypes of all time is hard countered by a percentage of the monsters in the game? Why? And isn't it rather trivial to take a few spellcaster monsters, and throw up some spells like Hold Person or Wall of Force and shut down the character?</p><p></p><p></p><p></p><p>I agree, it is a bit boring. So lets make that character BETTER, let's make them LESS boring. And I agree, the flex mastery does seem to be a bit over-used and redundant if you are looking at those three weapons. But does that mean the entire system is worthless? No, it isn't enough by itself, but it is a good step in the right direction.</p><p></p><p></p><p></p><p>You are wrong. A game made for noobs is EXACTLY what the Core Rulebooks should present as the baseline. One of the biggest game franchises world wide is Pokemon. Pokemon is trivially easy to beat as a baseline game, it is made for 10 year olds. That's why the community develops ways for masters of the game to make it more challenging. Nuzlocke challenges are a thing because Pokemon is "too easy", but it didn't become a massive franchise because the base games are designed for expert level play. Because a game that only caters to those that understand the game dies, or becomes incredibly niche. </p><p></p><p>Now, as a counter to this, YES, they need to give better advice on how to adjust the difficulty of the system. 100% that should happen. But the base game with the base assumptions should absolutely be made so that a group of 13 year olds can get the books as a christmas present and start playing the game.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8993681, member: 6801228"] 1) Debatable. I certainly have never felt like it was too easy 2) Sure, but while I want more crafting and stronghold rules to affect the game world beyond violence, I also have long ago found 3pp stuff to cover that. It is a problem, and there should be more solutions in official content for it, But this isn't an insurmountable problem for those of us who are long-time players/DMs 4) Yes, but weirdly point #1 keeps being brought up as a reason not to fix that imbalance. Which is bizarre to me, because again point #1 is debatable at best. 5) Yes, and? Like I said, if you are no longer a new player/DM, you should be aware of those design decisions and adjust appropriately. And if you are a new player/DM, you often don't notice anything. 6) I agree, the DMG should offer more advice on how to adjust things. However, this is again not a reason to avoid fixing point #4. Why is it a problem that a perfectly viable character choice is perfectly viable? Do we want to secretly make it so that one of the most iconic fantasy archetypes of all time is hard countered by a percentage of the monsters in the game? Why? And isn't it rather trivial to take a few spellcaster monsters, and throw up some spells like Hold Person or Wall of Force and shut down the character? I agree, it is a bit boring. So lets make that character BETTER, let's make them LESS boring. And I agree, the flex mastery does seem to be a bit over-used and redundant if you are looking at those three weapons. But does that mean the entire system is worthless? No, it isn't enough by itself, but it is a good step in the right direction. [B][/B] You are wrong. A game made for noobs is EXACTLY what the Core Rulebooks should present as the baseline. One of the biggest game franchises world wide is Pokemon. Pokemon is trivially easy to beat as a baseline game, it is made for 10 year olds. That's why the community develops ways for masters of the game to make it more challenging. Nuzlocke challenges are a thing because Pokemon is "too easy", but it didn't become a massive franchise because the base games are designed for expert level play. Because a game that only caters to those that understand the game dies, or becomes incredibly niche. Now, as a counter to this, YES, they need to give better advice on how to adjust the difficulty of the system. 100% that should happen. But the base game with the base assumptions should absolutely be made so that a group of 13 year olds can get the books as a christmas present and start playing the game. [/QUOTE]
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