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<blockquote data-quote="Sword of Spirit" data-source="post: 6320797" data-attributes="member: 6677017"><p>Falling Damage: They are probably just indicating a general rule so that it will apply to any situations where falling damage can be reduced to zero. For instance, a monk has slow fall, which allows them to reduce falling damage to zero. You're free to create rules for anyone to give it a try (if you want to, you're even encouraged to in this edition!), but it is unlikely that is the intent of the written rules.</p><p></p><p>Stacking: Skills and tools do not stack. We're looking at outdated playtest documents. When the 5e game begins to roll out next month, they will most likely address this issue by allowing tools to have non-redundant functions.</p><p></p><p>Perform: It's also not just about simplicity, it's about value for your skill slot. Skills such as History or Arcana give you access to vast bodies of knowledge, Perception is absurdly valuable to any adventurer, and Stealth is a must have for many characters. If you had to take Perform multiple times based on type of performance, it would require you to weaken your character significantly if you wanted to be trained in multiple types of performance, by missing out on other choices. I personally take non-optimized character choices for role-playing purposes regularly, but that would just be adding insult to injury with how precious your few skills are.</p><p></p><p>Thieves' Tools: In the playtest thieves' tools were uniquely powerful. Balanced more like a skill than like any of the other tools. Depending on how you chose to read it, you might even have been required to be proficient to attempt to open locks (it can be interpreted either way). It looks like they may be maintaining its "king of tools" status, but we'll have to see.</p><p></p><p>Remember, you'll be able to see the final game implementation on July 3rd. Right now we're looking at information that is 9 months old.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6320797, member: 6677017"] Falling Damage: They are probably just indicating a general rule so that it will apply to any situations where falling damage can be reduced to zero. For instance, a monk has slow fall, which allows them to reduce falling damage to zero. You're free to create rules for anyone to give it a try (if you want to, you're even encouraged to in this edition!), but it is unlikely that is the intent of the written rules. Stacking: Skills and tools do not stack. We're looking at outdated playtest documents. When the 5e game begins to roll out next month, they will most likely address this issue by allowing tools to have non-redundant functions. Perform: It's also not just about simplicity, it's about value for your skill slot. Skills such as History or Arcana give you access to vast bodies of knowledge, Perception is absurdly valuable to any adventurer, and Stealth is a must have for many characters. If you had to take Perform multiple times based on type of performance, it would require you to weaken your character significantly if you wanted to be trained in multiple types of performance, by missing out on other choices. I personally take non-optimized character choices for role-playing purposes regularly, but that would just be adding insult to injury with how precious your few skills are. Thieves' Tools: In the playtest thieves' tools were uniquely powerful. Balanced more like a skill than like any of the other tools. Depending on how you chose to read it, you might even have been required to be proficient to attempt to open locks (it can be interpreted either way). It looks like they may be maintaining its "king of tools" status, but we'll have to see. Remember, you'll be able to see the final game implementation on July 3rd. Right now we're looking at information that is 9 months old. [/QUOTE]
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