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<blockquote data-quote="Mad Hamish" data-source="post: 5335987" data-attributes="member: 25321"><p>It matters a great deal in terms of allowing a character to contribute.</p><p>If a fighter can't take attacks because they all hit (having 8 int and 10 dex) and can't do damage then they aren't contributing in combat and they certainly aren't fulfilling their role.</p><p>That's a great way to frustrate players.</p><p></p><p></p><p></p><p>It really does matter in terms of giving characters a chance to contribute, and remember the idea is that it's the start of a campaign.</p><p>So if the first couple of sessions have the fighter and rogue sidelined from effective contributions in combat (no armour that fits the fighter, guards have axes and no daggers for example) then you have people's characters being heavily handicapped at the stage when people are learning about them.</p><p></p><p>It's possible that cloth wearers will have the feat that gives +2 to AC with only cloth armour so you could easily have a situation where a wizard has 17 AC and a fighter has 10. Which means either the wizard is almost never hit or the fighter is almost an automatic hit.</p><p></p><p></p><p></p><p>Sure, but arbitrarily depowering half the party isn't exactly fun for that half of the party.</p><p></p><p></p><p></p><p>Hopefully in all these cases people will actually have some information ahead of time to let them know what's coming. </p><p>Because otherwise they're all either </p><p>a) ways of arbitrarily screwing people over </p><p>or </p><p>b) pointless because you've watered the opposition down enough that it doesn't make things tough.</p><p></p><p>and they mostly have the same problem that different classes are affected much more by them than others (lack of healing is a huge problem for everyone) but loss of daily powers is a much bigger issue for a wizard than an archer ranger (for instance)</p><p></p><p></p><p></p><p>we're playing heroes in adventures. If you take away the ability of a player to contribute meaningfully then you've got a problem. </p><p>(Anybody remember the joy of a 3rd ed rogue up against undead?)</p></blockquote><p></p>
[QUOTE="Mad Hamish, post: 5335987, member: 25321"] It matters a great deal in terms of allowing a character to contribute. If a fighter can't take attacks because they all hit (having 8 int and 10 dex) and can't do damage then they aren't contributing in combat and they certainly aren't fulfilling their role. That's a great way to frustrate players. It really does matter in terms of giving characters a chance to contribute, and remember the idea is that it's the start of a campaign. So if the first couple of sessions have the fighter and rogue sidelined from effective contributions in combat (no armour that fits the fighter, guards have axes and no daggers for example) then you have people's characters being heavily handicapped at the stage when people are learning about them. It's possible that cloth wearers will have the feat that gives +2 to AC with only cloth armour so you could easily have a situation where a wizard has 17 AC and a fighter has 10. Which means either the wizard is almost never hit or the fighter is almost an automatic hit. Sure, but arbitrarily depowering half the party isn't exactly fun for that half of the party. Hopefully in all these cases people will actually have some information ahead of time to let them know what's coming. Because otherwise they're all either a) ways of arbitrarily screwing people over or b) pointless because you've watered the opposition down enough that it doesn't make things tough. and they mostly have the same problem that different classes are affected much more by them than others (lack of healing is a huge problem for everyone) but loss of daily powers is a much bigger issue for a wizard than an archer ranger (for instance) we're playing heroes in adventures. If you take away the ability of a player to contribute meaningfully then you've got a problem. (Anybody remember the joy of a 3rd ed rogue up against undead?) [/QUOTE]
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