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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Object interaction, spell components, unarmed attacks and hand usage
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<blockquote data-quote="Lanefan" data-source="post: 8077113" data-attributes="member: 29398"><p>Fair enough, though not tracking ammo on hand (even vaguely) can quickly be abused.</p><p></p><p>Ah - now this makes far more sense. Up till now I was under the impression you wanted them to be able to switch "loadouts" (not sure I'm sold on that term) for free, whenever they wanted.</p><p></p><p>Putting it as a specific action keeps the time component but otherwise simplifies it.</p><p></p><p>Nobody cares? I care. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I want there to be a forced choice between taking the time to sheathe the dagger, or just dropping it for free at risk of someone kicking it away from you.</p><p></p><p>If it's still there to be picked up and hasn't been kicked away, or you haven't been pushed away from it. Never mind that in a system with AoOs I'd rule that bending down to pick something up from the ground would likely draw an AoO from anyone in melee with you.</p><p></p><p>I rather suspect you're making the wrong assumption about Level Up's intended complexity level: it's specifically called out as being a crunchier version of 5e, which ironclad guarantees the complexity level will be higher, not lower. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We do the opposite: some War Cleric spells can be cast with full hands and-or even in melee, and those are specifically noted in their write-ups.</p><p></p><p>Were it me I'd have it take much longer to get it into the mouth of an ally, particularly if unconscious. What you propose is fine if you're drinking it yourself.</p><p></p><p>Also, keep in mind how much someone can do in 6 seconds. In that time I could see sheathing a weapon and pulling out a potion; but getting it opened, drunk, and my weapon back in hand? That's pushing it. (also, has the game ever really defined how much actual liquid is in a potion? If a potion is shooter-size then drinking it quickly makes sense; I've always imagined them as somewhat bigger than that - volume maybe about halfway between a shooter and a can of beer - which means drinking one isn't going to be quite as fast unless one wants to risk choking on it)</p><p></p><p>You don't need free hands to open a door provided your booted feet are available. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1-per-round crossbow shots are another example of legacy rules brought forward for no good reason. When rounds were longer, one shot per round made sense; with 6-second rounds 1 per round is way too fast. But, it benefits the players, so in it stays.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8077113, member: 29398"] Fair enough, though not tracking ammo on hand (even vaguely) can quickly be abused. Ah - now this makes far more sense. Up till now I was under the impression you wanted them to be able to switch "loadouts" (not sure I'm sold on that term) for free, whenever they wanted. Putting it as a specific action keeps the time component but otherwise simplifies it. Nobody cares? I care. :) I want there to be a forced choice between taking the time to sheathe the dagger, or just dropping it for free at risk of someone kicking it away from you. If it's still there to be picked up and hasn't been kicked away, or you haven't been pushed away from it. Never mind that in a system with AoOs I'd rule that bending down to pick something up from the ground would likely draw an AoO from anyone in melee with you. I rather suspect you're making the wrong assumption about Level Up's intended complexity level: it's specifically called out as being a crunchier version of 5e, which ironclad guarantees the complexity level will be higher, not lower. :) We do the opposite: some War Cleric spells can be cast with full hands and-or even in melee, and those are specifically noted in their write-ups. Were it me I'd have it take much longer to get it into the mouth of an ally, particularly if unconscious. What you propose is fine if you're drinking it yourself. Also, keep in mind how much someone can do in 6 seconds. In that time I could see sheathing a weapon and pulling out a potion; but getting it opened, drunk, and my weapon back in hand? That's pushing it. (also, has the game ever really defined how much actual liquid is in a potion? If a potion is shooter-size then drinking it quickly makes sense; I've always imagined them as somewhat bigger than that - volume maybe about halfway between a shooter and a can of beer - which means drinking one isn't going to be quite as fast unless one wants to risk choking on it) You don't need free hands to open a door provided your booted feet are available. :) 1-per-round crossbow shots are another example of legacy rules brought forward for no good reason. When rounds were longer, one shot per round made sense; with 6-second rounds 1 per round is way too fast. But, it benefits the players, so in it stays. [/QUOTE]
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