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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
possible way of fixing carrying capacity
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<blockquote data-quote="Asisreo" data-source="post: 8066500" data-attributes="member: 7019027"><p>Carrying capacity is an opt-in boon to your abilities depending on your class as it lets you carry a diverse amount of equipment. </p><p></p><p>You can carry heavy crossbows (strongest ranged attack), longbows(longest ranged attack compatible with shortbow, Handaxes (dual-wield capable strength-based ranged attacks), Greatsword(highest melee damage), longsword(versatile weapon), and a net (means to restrain). That takes up to 31 lbs (certain playstyles will need to adjust). </p><p></p><p>Someone with all armor proficiencies need 2 sets of armor for max efficiency: Plate Armor when you are breaking ogre skulls without a care, and Breastplate when you need to sneak around. If you are okay with having disadvantage on stealth, you're probably okay with being caught unless you have a good spell like PWT which still isn't a guaranteed solution. </p><p></p><p>You'll want to constantly wager whether you want a shield or not in combat, but a shield should always be with you if you have such proficiencies. +2 AC may be more worthwhile than the extra damage, even if it competes with GWM since being all-out offensive can cause problems when the enemy is ready to strike. If the enemy is bloodied or looks like they don't have many hit points, you may want to go with it. If not, the extra +2 can do wonders for your own defenses. This accumulates to roughly 85 lbs. </p><p></p><p>An example on a relatively extreme but possible example of +2 AC mattering is if you had an AC of 20 and the enemy had a to-hit of +1, the +2 AC has halved his damage output. In play, it will usually be about a 25-30% increase in damage overall, which is quite a good defensive buff. Of course, trading them in for more damage.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8066500, member: 7019027"] Carrying capacity is an opt-in boon to your abilities depending on your class as it lets you carry a diverse amount of equipment. You can carry heavy crossbows (strongest ranged attack), longbows(longest ranged attack compatible with shortbow, Handaxes (dual-wield capable strength-based ranged attacks), Greatsword(highest melee damage), longsword(versatile weapon), and a net (means to restrain). That takes up to 31 lbs (certain playstyles will need to adjust). Someone with all armor proficiencies need 2 sets of armor for max efficiency: Plate Armor when you are breaking ogre skulls without a care, and Breastplate when you need to sneak around. If you are okay with having disadvantage on stealth, you're probably okay with being caught unless you have a good spell like PWT which still isn't a guaranteed solution. You'll want to constantly wager whether you want a shield or not in combat, but a shield should always be with you if you have such proficiencies. +2 AC may be more worthwhile than the extra damage, even if it competes with GWM since being all-out offensive can cause problems when the enemy is ready to strike. If the enemy is bloodied or looks like they don't have many hit points, you may want to go with it. If not, the extra +2 can do wonders for your own defenses. This accumulates to roughly 85 lbs. An example on a relatively extreme but possible example of +2 AC mattering is if you had an AC of 20 and the enemy had a to-hit of +1, the +2 AC has halved his damage output. In play, it will usually be about a 25-30% increase in damage overall, which is quite a good defensive buff. Of course, trading them in for more damage. [/QUOTE]
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possible way of fixing carrying capacity
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