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<blockquote data-quote="Lokiare" data-source="post: 6264187" data-attributes="member: 83996"><p>To me comments about feel without looking at the math are nonsense.</p><p></p><p>Tell me, how does a two handed sword that gets cleave on a successful hit that deals 3d6 compare in feel to a two handed sword that makes the character go last in the initiative order and deals 1d10 damage?</p><p></p><p>The math creates the feel.</p><p></p><p></p><p></p><p>Isle of Dread: </p><p>3. Oyster Beds: Treasure: Every day the characters dive, they can recover 1d4 pearls (50 gp each).</p><p>5. 700gp, 1,300gp, </p><p>7. 2,000cp, 5,000sp, 1000ep, 1,700gp.</p><p>9. 9,000gp 300gp.</p><p>10b. 300gp.</p><p>11. 650gp, 500gp.</p><p>12. 1,000sp, 500gp, 10gp.</p><p>13. 600gp.</p><p>14. 30gp, 300gp.</p><p>17. 50gp.</p><p>18. 1200gp.</p><p>19. 2,000gp, 9,000gp, 6,000gp.</p><p>20. 40,400sp, 2,000gp, 18,000gp.</p><p></p><p>Sub-Total: 59,350gp.</p><p></p><p>I'll stop there because we can see its well over 10,000gp each for a 3rd level adventure. Feel free to add up the most recent adventure for the play test and see what it yields.</p><p></p><p></p><p></p><p>Trimming the sails requires strength, unless you are on a modern vessel with motors and pullies. Running the tides is just a memorization problem. I'd say that's an automatic if you are trained in sailing. Weather is the same thing. It doesn't really require skill so much as memorization. Rationing resources would entail more than a single check, unless you are talking about figuring out how much each person is going to eat and how long the journey is, then its just basic math. Something a trained sailor wouldn't even have to roll for. The following ship would be a spot check, not something that has to do with sailing. A non-sailor would have just as much chance at that as anyone else.</p><p></p><p>A lot of those things you mentioned would either be automatic or such a low DC that they wouldn't be a challenge. There are a few you mentioned that might be an Intelligence or Wisdom check, but they would only be done by the captain, which means a sailor would not necessarily even know them.</p><p></p><p></p><p></p><p>So I was right. You think charisma covers physical activities.</p><p></p><p></p><p></p><p>You don't hold the sails in position, that's what knots are for. You trimm the sails or let them out based on the wind you are trying to catch.</p><p></p><p></p><p></p><p>I'm sorry, but a player can't call a claymore a short sword, why would they be able to call a small stabbing sword that is the same length as a short sword a rapier which is as long if not longer than a long sword?</p><p></p><p></p><p></p><p>Nope, its acknowledging that we all disagree and aren't going to change our positions. Its adding new data to the discussion to further prove my point. Its called the discussion process. You should do some research on it.</p><p></p><p></p><p></p><p>You mean other than the problem is endemic to the system rather than isolated to the Fighter?</p><p></p><p>Personally I would love to play a high Con low Int Wizard that is a defender, but the game as seen so far doesn't even come close to supporting that.</p><p></p><p>Sadly all it would take is a few Cantrips, one that throws up a magical shield on the caster (temp hp), and a charm spell that forces a save and on a failure the target has to attack the Wizard. Then spells like Mirror Image, Blur, etc...etc... could be used to mitigate damage and attacks. Maybe some kind of feat that allows a high Con character to have more HP based on level (+1 or +2 hp per level).</p><p></p><p></p><p></p><p>Having played various editions of D&D since early 2E, I can look at something and see how it plays out. I do have some experience with 5E play testing, but I wasn't able to test out the last public packet. I'm willing to play online with anyone if they want to run through the latest adventure and play test packet to prove a point.</p><p></p><p></p><p></p><p>My dog goes to the door and barks half the time when they want to use the bathroom. That's good I should stop training them right?</p><p></p><p>I'd rather they finish making the game the best game they can instead of stopping at 'a few more options than any other edition'. Which is in contention, because you can play quite a few types of Fighters in 4E right out of the PHB1.</p><p></p><p></p><p></p><p></p><p>I've seen immersive role playing in any edition. That is not dependent on the mechanics of the game. That is a player and DM choice.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6264187, member: 83996"] To me comments about feel without looking at the math are nonsense. Tell me, how does a two handed sword that gets cleave on a successful hit that deals 3d6 compare in feel to a two handed sword that makes the character go last in the initiative order and deals 1d10 damage? The math creates the feel. Isle of Dread: 3. Oyster Beds: Treasure: Every day the characters dive, they can recover 1d4 pearls (50 gp each). 5. 700gp, 1,300gp, 7. 2,000cp, 5,000sp, 1000ep, 1,700gp. 9. 9,000gp 300gp. 10b. 300gp. 11. 650gp, 500gp. 12. 1,000sp, 500gp, 10gp. 13. 600gp. 14. 30gp, 300gp. 17. 50gp. 18. 1200gp. 19. 2,000gp, 9,000gp, 6,000gp. 20. 40,400sp, 2,000gp, 18,000gp. Sub-Total: 59,350gp. I'll stop there because we can see its well over 10,000gp each for a 3rd level adventure. Feel free to add up the most recent adventure for the play test and see what it yields. Trimming the sails requires strength, unless you are on a modern vessel with motors and pullies. Running the tides is just a memorization problem. I'd say that's an automatic if you are trained in sailing. Weather is the same thing. It doesn't really require skill so much as memorization. Rationing resources would entail more than a single check, unless you are talking about figuring out how much each person is going to eat and how long the journey is, then its just basic math. Something a trained sailor wouldn't even have to roll for. The following ship would be a spot check, not something that has to do with sailing. A non-sailor would have just as much chance at that as anyone else. A lot of those things you mentioned would either be automatic or such a low DC that they wouldn't be a challenge. There are a few you mentioned that might be an Intelligence or Wisdom check, but they would only be done by the captain, which means a sailor would not necessarily even know them. So I was right. You think charisma covers physical activities. You don't hold the sails in position, that's what knots are for. You trimm the sails or let them out based on the wind you are trying to catch. I'm sorry, but a player can't call a claymore a short sword, why would they be able to call a small stabbing sword that is the same length as a short sword a rapier which is as long if not longer than a long sword? Nope, its acknowledging that we all disagree and aren't going to change our positions. Its adding new data to the discussion to further prove my point. Its called the discussion process. You should do some research on it. You mean other than the problem is endemic to the system rather than isolated to the Fighter? Personally I would love to play a high Con low Int Wizard that is a defender, but the game as seen so far doesn't even come close to supporting that. Sadly all it would take is a few Cantrips, one that throws up a magical shield on the caster (temp hp), and a charm spell that forces a save and on a failure the target has to attack the Wizard. Then spells like Mirror Image, Blur, etc...etc... could be used to mitigate damage and attacks. Maybe some kind of feat that allows a high Con character to have more HP based on level (+1 or +2 hp per level). Having played various editions of D&D since early 2E, I can look at something and see how it plays out. I do have some experience with 5E play testing, but I wasn't able to test out the last public packet. I'm willing to play online with anyone if they want to run through the latest adventure and play test packet to prove a point. My dog goes to the door and barks half the time when they want to use the bathroom. That's good I should stop training them right? I'd rather they finish making the game the best game they can instead of stopping at 'a few more options than any other edition'. Which is in contention, because you can play quite a few types of Fighters in 4E right out of the PHB1. I've seen immersive role playing in any edition. That is not dependent on the mechanics of the game. That is a player and DM choice. [/QUOTE]
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