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<blockquote data-quote="Wik" data-source="post: 6626952" data-attributes="member: 40177"><p>I haven't noticed that. We don't use point buy, though. But the gear is different, and no one has the same class features. But I'm assuming you mean that two fighters will be similar? To me, that's a feature, not a bug, but your tastes may vary. </p><p></p><p></p><p></p><p>Again, this is a difference in taste. I LOVE the new skills and feats system. It's simple, it lets players try things even if they're unskilled, and the feats always mean something (as opposed to the weapon finesse/toughness/skill focus issue of 3e). I'm all for simpler gameplay. </p><p></p><p></p><p></p><p>I dunno about that, but I can see where you're coming from. In my games, so far, the PCs are more broke than they've been in other editions.... due to downtime expenditures. And they're looking at starting up a keep, getting hirelings, etc. But then, I also have limited magic item sales as a possibility (no one's taken me up on it yet, but we're low level). </p><p></p><p></p><p></p><p>This reminds me of Earthdawn. You can level up quickly, but if you do, you don't get all of your classes cool stuff. It's fun, I guess. And I'm all for anything that keeps the PCs lower level. </p><p></p><p></p><p></p><p>The racial weapons bit is cool, sure, but I'm not sure about weapon proficiencies. I really don't like em, because they force players into using only one schtick. And I'm all for fighters grabbing a weapon in a pinch and going with it (and not penalizing them for doing it). It also means that if I have a player that uses a trident, I have to suddenly make sure there are magical tridents available, despite "realism" of doing it... or let him never get a magic item. Either way, it sucks. And I've seen in play that when that's the case, all players take the same proficiencies - long sword, long bow, dagger, and club (or some variation thereof). Which is boring. </p><p></p><p>BUT, if you do it this way, might I suggest cultural weapon proficiencies for human characters? </p><p></p><p></p><p></p><p>I like this rule as well. I kind of want to expand it to include armour, weapons, and maybe even skills. </p><p></p><p></p><p></p><p>It's a bit finicky for my tastes, but it's not going to break your game. </p><p></p><p></p><p></p><p>The downside here is, you get your PCs spending a huge amount of time in school, doing... well.... not much. And what do you do as a GM if one PC goes into seclusion to learn a new spell, while everyone else wants to play? </p><p></p><p>Also, doesn't this mean longer-lived characters are going to do better in your game?</p><p></p><p></p><p></p><p>Strongly disagree. Though experience, Expertise is one of the rogue's best abilities. Giving it away for a relatively small cost (considering you expect players to spend a lot of time in downtime), is just screwing over the rogue. </p><p></p><p></p><p></p><p>The idea is cool, but I doubt it'll see much play. A more fun idea (in my opinion) is just to grant this to PCs that have shown aptitude in play, as a result of awesome adventures. The druid who rescues a treant gets mastery in nature; the cleric who has a divine revelation gets mastery in religion; the fighter who climbed the tallest mountain without faltering gets mastery in athletics; etc. </p><p></p><p></p><p></p><p>If you go this route... it'll come back to bite you in your keister. I'd suggest your "mastery" is some sort of advantage. You could even put a rider in there. "I've got mastery history - elvish lore" So, whenever an elvish lore check comes up, the character gets advantage. Giving someone a +12 to a check is HUGE. It's big in pathfinder, even... so it's monstrously big in Fifth. </p><p></p><p>As for weapons, it's the same issue. Fighters would dish out buttloads of damage... meaning the way to take em down is to destroy their weapon. Which could be tactically fun, but it's a huge burden at the table for the player. A fighter with three or four attacks, with a strength of 20 and a +1 sword, would be doing in your system something like +10 damage per hit. So, assuming a longsword, three attacks, and they all hit, an average of 42 points of damage a round. Which is huge in fifth. </p><p></p><p></p><p></p><p>I don't like characters specializing too much. I've played Pathfinder, Shadowrun, and other similar games. Those games reward specialization... and system mastery... and encourage the casual players to sit to the side. I'd rather have a game where everyone at least has a CHANCE to do something (and not be in "well, you could roll a 20...." territory. </p><p></p><p>But I get your idea, and if that's where you want your game to go, you can edit from there. Tastes vary and all that jazz.</p></blockquote><p></p>
[QUOTE="Wik, post: 6626952, member: 40177"] I haven't noticed that. We don't use point buy, though. But the gear is different, and no one has the same class features. But I'm assuming you mean that two fighters will be similar? To me, that's a feature, not a bug, but your tastes may vary. Again, this is a difference in taste. I LOVE the new skills and feats system. It's simple, it lets players try things even if they're unskilled, and the feats always mean something (as opposed to the weapon finesse/toughness/skill focus issue of 3e). I'm all for simpler gameplay. I dunno about that, but I can see where you're coming from. In my games, so far, the PCs are more broke than they've been in other editions.... due to downtime expenditures. And they're looking at starting up a keep, getting hirelings, etc. But then, I also have limited magic item sales as a possibility (no one's taken me up on it yet, but we're low level). This reminds me of Earthdawn. You can level up quickly, but if you do, you don't get all of your classes cool stuff. It's fun, I guess. And I'm all for anything that keeps the PCs lower level. The racial weapons bit is cool, sure, but I'm not sure about weapon proficiencies. I really don't like em, because they force players into using only one schtick. And I'm all for fighters grabbing a weapon in a pinch and going with it (and not penalizing them for doing it). It also means that if I have a player that uses a trident, I have to suddenly make sure there are magical tridents available, despite "realism" of doing it... or let him never get a magic item. Either way, it sucks. And I've seen in play that when that's the case, all players take the same proficiencies - long sword, long bow, dagger, and club (or some variation thereof). Which is boring. BUT, if you do it this way, might I suggest cultural weapon proficiencies for human characters? I like this rule as well. I kind of want to expand it to include armour, weapons, and maybe even skills. It's a bit finicky for my tastes, but it's not going to break your game. The downside here is, you get your PCs spending a huge amount of time in school, doing... well.... not much. And what do you do as a GM if one PC goes into seclusion to learn a new spell, while everyone else wants to play? Also, doesn't this mean longer-lived characters are going to do better in your game? Strongly disagree. Though experience, Expertise is one of the rogue's best abilities. Giving it away for a relatively small cost (considering you expect players to spend a lot of time in downtime), is just screwing over the rogue. The idea is cool, but I doubt it'll see much play. A more fun idea (in my opinion) is just to grant this to PCs that have shown aptitude in play, as a result of awesome adventures. The druid who rescues a treant gets mastery in nature; the cleric who has a divine revelation gets mastery in religion; the fighter who climbed the tallest mountain without faltering gets mastery in athletics; etc. If you go this route... it'll come back to bite you in your keister. I'd suggest your "mastery" is some sort of advantage. You could even put a rider in there. "I've got mastery history - elvish lore" So, whenever an elvish lore check comes up, the character gets advantage. Giving someone a +12 to a check is HUGE. It's big in pathfinder, even... so it's monstrously big in Fifth. As for weapons, it's the same issue. Fighters would dish out buttloads of damage... meaning the way to take em down is to destroy their weapon. Which could be tactically fun, but it's a huge burden at the table for the player. A fighter with three or four attacks, with a strength of 20 and a +1 sword, would be doing in your system something like +10 damage per hit. So, assuming a longsword, three attacks, and they all hit, an average of 42 points of damage a round. Which is huge in fifth. I don't like characters specializing too much. I've played Pathfinder, Shadowrun, and other similar games. Those games reward specialization... and system mastery... and encourage the casual players to sit to the side. I'd rather have a game where everyone at least has a CHANCE to do something (and not be in "well, you could roll a 20...." territory. But I get your idea, and if that's where you want your game to go, you can edit from there. Tastes vary and all that jazz. [/QUOTE]
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