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Odd things in the rules that bug you?
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<blockquote data-quote="FarBeyondC" data-source="post: 8123496" data-attributes="member: 6803170"><p>I think the assumption here (and like most assumptions the game makes, it's probably a bad/unrealistic assumption) is that enough adventurers <em>are</em> at the level of strength needed to fully draw a longbow long enough to get an effective shot (or several) off with one. After all, when someone with a Strength of <strong>5</strong> can technically lift, pull, or push 150 pounds around for extended periods (at heavily reduced speeds), it's not too much of a stretch to say that same individual could- in short, likely adrenaline fueled bursts- manage to reasonably reliably get 150 pound draws. </p><p></p><p></p><p></p><p>I remember in one of the last playtests, they had it so that natural 20's always hit but the attacker still had to meet your AC in order to critically hit. When I finally figured out that they changed that to the way it stands now, I'll admit I was a bit bugged out by it, but eventually managed to accept it.</p><p></p><p></p><p></p><p>Any training necessary to go from one class to another (or even to advance in the class(es) you already have) is assumed to be happening during adventures and downtime.</p><p></p><p></p><p></p><p>No thank you. I wouldn't mind classes giving bonuses to using certain armors/weapons or even minimum stats for a given armor/weapon, but straight up defining AC and weapon damage? That's going to be a 'nope' from me. </p><p></p><p></p><p></p><p>You could; the DM would just have to come up with rules for creating non-adventuring player characters, as those currently don't exist.</p><p></p><p></p><p></p><p>This reminds me, feats and multiclassing being declared as <em>optional</em> rules bugs me more than anything else in the game, both because it means they aren't truly fully considered when gauging the balance of classes and other features and because it means I'm effectively stuck to playing one (well, supposedly two when Tasha's drops) races for any concept that only works if I start with a specific one.</p><p></p><p></p><p></p><p>Because having the creature be able to dispel your banishment spell or nullify it through some other means (like plane shift) to come right back defeats the purpose.</p></blockquote><p></p>
[QUOTE="FarBeyondC, post: 8123496, member: 6803170"] I think the assumption here (and like most assumptions the game makes, it's probably a bad/unrealistic assumption) is that enough adventurers [i]are[/i] at the level of strength needed to fully draw a longbow long enough to get an effective shot (or several) off with one. After all, when someone with a Strength of [b]5[/b] can technically lift, pull, or push 150 pounds around for extended periods (at heavily reduced speeds), it's not too much of a stretch to say that same individual could- in short, likely adrenaline fueled bursts- manage to reasonably reliably get 150 pound draws. I remember in one of the last playtests, they had it so that natural 20's always hit but the attacker still had to meet your AC in order to critically hit. When I finally figured out that they changed that to the way it stands now, I'll admit I was a bit bugged out by it, but eventually managed to accept it. Any training necessary to go from one class to another (or even to advance in the class(es) you already have) is assumed to be happening during adventures and downtime. No thank you. I wouldn't mind classes giving bonuses to using certain armors/weapons or even minimum stats for a given armor/weapon, but straight up defining AC and weapon damage? That's going to be a 'nope' from me. You could; the DM would just have to come up with rules for creating non-adventuring player characters, as those currently don't exist. This reminds me, feats and multiclassing being declared as [i]optional[/i] rules bugs me more than anything else in the game, both because it means they aren't truly fully considered when gauging the balance of classes and other features and because it means I'm effectively stuck to playing one (well, supposedly two when Tasha's drops) races for any concept that only works if I start with a specific one. Because having the creature be able to dispel your banishment spell or nullify it through some other means (like plane shift) to come right back defeats the purpose. [/QUOTE]
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