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<blockquote data-quote="Blue" data-source="post: 8615680" data-attributes="member: 20564"><p><strong><u>Realism</u></strong></p><p>This does work. The reasoning behind the save would also apply to getting DEX to AC, as well as using a shield (source: using one in real life), so that would also have to be included. Not including AC while including saves sets up a divide that is less realistic and would fail this category. It does fit well the idea that multiple attacker will overwhelm even the strongest fighter, so a group of goblins will be able to take down a mid level fighter - as is realistic.</p><p></p><p><strong><u>Balance</u></strong></p><p>Different classes have different amounts of usage of reaction, so it would change the balance between those. Classes that use their reaction more would need a buff to stay balanced.</p><p></p><p>This also greatly changes the nature of encounters with multiple area of effect spells, or focus fire (since AC would need to be included to pass the first section). Spells should be reconsidered as to what level they are. Monsters with saves vs. area effects (breath weapon, spells, etc.) or multiple attacks should have their CR raised. Extra Attack feature should be postponed.</p><p></p><p><strong><u>Gaming</u></strong></p><p>Some RPGs, like Riddle of Steel, do a good job in realistically showing combat in all it's deadliness. D&D generally though is focused toward heroics as the primary goal. This will provide a different feel than standard D&D, and may work best when combined with other grittier options (Gritty Rest, etc.) as well to have a unified tone. Gritty Rest in particular is recommended to cut down on prolific spellcasting where two spells in a round, especially with the second as action denial, become "I win" buttons. (Though the Warlock will need to be reevaluated as where it is on the power curve if the number of short rests per long rest increases dramatically.)</p></blockquote><p></p>
[QUOTE="Blue, post: 8615680, member: 20564"] [B][U]Realism[/U][/B] This does work. The reasoning behind the save would also apply to getting DEX to AC, as well as using a shield (source: using one in real life), so that would also have to be included. Not including AC while including saves sets up a divide that is less realistic and would fail this category. It does fit well the idea that multiple attacker will overwhelm even the strongest fighter, so a group of goblins will be able to take down a mid level fighter - as is realistic. [B][U]Balance[/U][/B] Different classes have different amounts of usage of reaction, so it would change the balance between those. Classes that use their reaction more would need a buff to stay balanced. This also greatly changes the nature of encounters with multiple area of effect spells, or focus fire (since AC would need to be included to pass the first section). Spells should be reconsidered as to what level they are. Monsters with saves vs. area effects (breath weapon, spells, etc.) or multiple attacks should have their CR raised. Extra Attack feature should be postponed. [B][U]Gaming[/U][/B] Some RPGs, like Riddle of Steel, do a good job in realistically showing combat in all it's deadliness. D&D generally though is focused toward heroics as the primary goal. This will provide a different feel than standard D&D, and may work best when combined with other grittier options (Gritty Rest, etc.) as well to have a unified tone. Gritty Rest in particular is recommended to cut down on prolific spellcasting where two spells in a round, especially with the second as action denial, become "I win" buttons. (Though the Warlock will need to be reevaluated as where it is on the power curve if the number of short rests per long rest increases dramatically.) [/QUOTE]
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