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Odd things in the rules that bug you?
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<blockquote data-quote="The Crimson Binome" data-source="post: 8123098" data-attributes="member: 6775031"><p>A "moderately well trained wizard" isn't the same thing as a "moderately common wizard". Based on what else we know about the setting, the one thing we can say for certain is that it still <em>looks</em> like medieval Europe; which wouldn't be the case if all that magic was able to change anything for normal people. See also: Reed Richards is Useless. (I mean, I get why it would bother you, and the world <em>would</em> make more sense if this perfectly-reliable science was able to actually change anything at all, but... you're not supposed to violate the premise of the world, so this solution is off the table.)</p><p></p><p>As for myself, the one thing I can't stand in the rules (aside from healing, which is beyond the scope of a "minor gripes" thread) is Dexterity to damage. I get why it's preferable from a game balance perspective, and why a well-placed dagger can be more injurious than one which merely cuts deeper; but there are plenty of places where those assumptions don't hold, and it's silly that an air elemental's bludgeoning pseudopod hits <em>harder</em> than a water elemental's pseudopod when it has nowhere near the mass to back it up. </p><p></p><p>On a similar note, a high-level monk (whose every punch hits as hard as a two-handed strike from a warhammer) really should be stronger than an equally-high-level fighter (who requires a warhammer in order to hit that hard). They shouldn't have strength on par with the wizard.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 8123098, member: 6775031"] A "moderately well trained wizard" isn't the same thing as a "moderately common wizard". Based on what else we know about the setting, the one thing we can say for certain is that it still [I]looks[/I] like medieval Europe; which wouldn't be the case if all that magic was able to change anything for normal people. See also: Reed Richards is Useless. (I mean, I get why it would bother you, and the world [I]would[/I] make more sense if this perfectly-reliable science was able to actually change anything at all, but... you're not supposed to violate the premise of the world, so this solution is off the table.) As for myself, the one thing I can't stand in the rules (aside from healing, which is beyond the scope of a "minor gripes" thread) is Dexterity to damage. I get why it's preferable from a game balance perspective, and why a well-placed dagger can be more injurious than one which merely cuts deeper; but there are plenty of places where those assumptions don't hold, and it's silly that an air elemental's bludgeoning pseudopod hits [I]harder[/I] than a water elemental's pseudopod when it has nowhere near the mass to back it up. On a similar note, a high-level monk (whose every punch hits as hard as a two-handed strike from a warhammer) really should be stronger than an equally-high-level fighter (who requires a warhammer in order to hit that hard). They shouldn't have strength on par with the wizard. [/QUOTE]
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