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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6615990" data-attributes="member: 82106"><p>Correct on both counts. My hack fixes both issues, by (at least potentially) making training/proficiency worth 3 instead of 5. That does pretty much mandate a 'focus' be available to get the +5 again if you really want, and then you have the good old 'Taxpertise' problem, but it can be mitigated by giving people focus in a weapon to start with. Perhaps only fighters get this, in lieu of the current +1 they get from their class feature. As for defense, just get rid of AC entirely. For one thing, it doesn't vary enough to worry about, and its an awkward thing to deal with. Just give armor a small DR value. People will still wear it, but it will be less super critical. Melee attacks can target fort, maybe some target ref, ranged attacks can target ref, and maybe the odd martial attack goes for will, but not many. </p><p></p><p>It all works fairly well, and I don't actually think there's any great need or justification for accurate weapons, though its certainly an option that is easy to add. Frankly I've removed all but the most basic differentiations from weapons so that they can return to their ur-design of being mostly color plus a little bit of situational differentiation (IE you can set a spear, or throw it, you can actively defend with a sword/rapier, you can use a dagger even when constrained, you can make a super mighty chop with a battleaxe, etc. If you cut back to the really significant weapon variations instead of having a dozen shades of sword, etc then it all actually works quite well. You don't even need to have different sized damage dice. In fact I've been contemplating moving the weapon damage dice to class as an attribute. My thinking is that I can greatly loosen up the sorts of things characters can select, but not many fighters will hanker for spells or items that make magical attacks when they're dishing d10's with their weapon attacks and d4's with Magic Missile.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6615990, member: 82106"] Correct on both counts. My hack fixes both issues, by (at least potentially) making training/proficiency worth 3 instead of 5. That does pretty much mandate a 'focus' be available to get the +5 again if you really want, and then you have the good old 'Taxpertise' problem, but it can be mitigated by giving people focus in a weapon to start with. Perhaps only fighters get this, in lieu of the current +1 they get from their class feature. As for defense, just get rid of AC entirely. For one thing, it doesn't vary enough to worry about, and its an awkward thing to deal with. Just give armor a small DR value. People will still wear it, but it will be less super critical. Melee attacks can target fort, maybe some target ref, ranged attacks can target ref, and maybe the odd martial attack goes for will, but not many. It all works fairly well, and I don't actually think there's any great need or justification for accurate weapons, though its certainly an option that is easy to add. Frankly I've removed all but the most basic differentiations from weapons so that they can return to their ur-design of being mostly color plus a little bit of situational differentiation (IE you can set a spear, or throw it, you can actively defend with a sword/rapier, you can use a dagger even when constrained, you can make a super mighty chop with a battleaxe, etc. If you cut back to the really significant weapon variations instead of having a dozen shades of sword, etc then it all actually works quite well. You don't even need to have different sized damage dice. In fact I've been contemplating moving the weapon damage dice to class as an attribute. My thinking is that I can greatly loosen up the sorts of things characters can select, but not many fighters will hanker for spells or items that make magical attacks when they're dishing d10's with their weapon attacks and d4's with Magic Missile. [/QUOTE]
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