Levistus's_Leviathan
5e Freelancer
In that case, I agree that a sword mage class would be nice.I used the PF term. In D&D terms, I'm talking about "Wizard" versus "Swordmage".
In that case, I agree that a sword mage class would be nice.I used the PF term. In D&D terms, I'm talking about "Wizard" versus "Swordmage".
Sure they do. Check the NPC stats of every module. The town guard has a 16 strength. The village in the middle of nowhere has a priest with a 16 wisdom. The merchant who hired you has a 17 charisma. Normal people absolutely have 14s, 15s, 16s, 17s, and 18s.
ExactlyNo. Dwarves never had that.
Goliath's do.
+ Str vs +Wis.
It's a step in the right direction, but you will need to go a bit further to justify a subrace IMO.
Dwarven Lineage | Senses | Benefit |
---|---|---|
Hill | Stonecunning | Toughness. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a level. |
Mountain | Stonecunning | Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Backswing. Your natural downswing is mighty, You have Proficiency and Mastery in either the battleaxe or handaxe. |
Summit | Stone Cunning | Peakborn: You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet. Compact: You have Advantage on Strength Saving Throws |
Volcano | Superior Darkvision | Forgeborn. You have resistance to fire damage. Hammer Arm. Your natural downswing is mighty, You have Proficiency and Mastery in either the light hammer or warhammer. |
Deep | Superior Darkvision | Duergar Magic. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. |
Sure, but are you expecting WotC to give you that? That's the question I asked.Distinct classes that stand by themselves and are unique
I want Warlords, not Elven Cleric and Dwarven Cleric (they are just reprints of the regular Cleric but have different names)
That's the issue when having the race specific things becuase it just encourages you to do the racial specific options that leads to class bloat even quicker than 3E did, unlike 5E which at least goes "Here's a Forge cleric. It'll work for a dwarf, but if you have another forge themed idea (like say, a fire genasi) you can just use this as well" rather than having a distinct Dwarf Cleric and Genasi Cleric of the Forge that grabs that stuff, because the Genasi Cleric doesn't have them so you need a whole new class option to accomidate
That's a big problem too. PCs should not, IMO, be anywhere near as oh-so-special and unique as they are.Everyone isn't good as everyone else.
PCs are exceptional weirdos of their species who survived the base weirdness.
There is, in theory, such a thing as asymmetric balance. It just requires more work than some companies want to pay designers to do.That's why the last word in RPG is GAME. Games play better when the rules are fair across the board.
We should get rid of ASIs altogether IMO. Leave stat increases to a by level thing and get them out of character creation, or just remove them completely from player control.So if the issue still exists, why did we need to get rid of species ASIs? Don't we by the same logic need to remove all these other rules that benefit goliaths over halflings as barbarians too?
We do those things...now, if we choose to play games that subscribe to that philosophy. I prefer the actual possibility of death and failure to be present.IF normal people tried to do what D&D PCs do, they'd fail or die... a lot.
We skip the death funnels and spirals of failure and just play the exceptional adventurous characters who would not die at low levels.
You can play the All 10s + fixed racials PC if you want.
Normal people don't have a 15 and a 14.
Immersion to me means feeling like you're playing in an imaginary world that follows consistent rules and feels like it could be a real place. Story as a thing you're creating has very little to do with it.How did AD&D meet your demand of flavor matching the mechanics? And how does immersion play a part in it? I like to think immersion means trying to get into character. You mechanically and conceptually create a character, and then you try to role-play your character alongside several other actors (the other members of your role-playing group) in an interactive story created by the DM. I say try because sometimes we succeed at our Performance checks and sometimes we don't.Either way, we're doing it because it's fun.
Except that there is almost never a 1:1 relationship between narrative and mechanical objects in the game. It's all abstraction. And because they're abstractions, there is so much vague, fuzzy connections between the mechanics and the narrative.. if there is not a 1:1 relationship between the narrative objects and the mechanical objects in the game, then the connection between them-- which is necessary for several gameplay functions-- is broken.