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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Neonchameleon" data-source="post: 5973825" data-attributes="member: 87792"><p>Thanks. And honestly the balance used here is pillar balance rather than mathematical balance. It's openly accepting that the fighter's main area of expertise is combat - and if the fighter is low on the other two pillars he must be sky high on the one. Mathematical balance is ... minor as a consideration if there are vast areas the fighter can't do that much in. It's the same sort of idea as Weapon Spec for the AD&D fighter. He owned combat to make up for being weak elsewhere.</p><p> </p><p></p><p> </p><p>Hmm... Top sprinters can run 100m in 10s. Say 60m in 6s - or 180ft in a round. That's six separate move actions worth of movement - take the full round run action away from the fighter and before level 10 they need an initiative of <em>46</em> to go significantly faster than this. So they need an initiative modifier of +26 at a minimum. Not happening without magical support.</p><p> </p><p>At level 14 they only need +31 initiative to break the human land speed record. But that's still in Batman territory. As far as I can tell the best <em>mundane </em>initiative modifier possible in core rules in 3.X for a human involves a starting dex of 18 (+4), a further +2 from putting all your start points into dex (at L16), and a +4 feat bonus. +10 - making an unaugmented +31 to initiative mathematically impossible. Now you can break the limits with e.g. Enhancement bonusses, but that's magical augmentation (and a good reason the fighter gets the swords and bonus items - he simply gets more use out of them ).</p><p> </p><p>Possibly you need a tweak at level 15 saying you may not double move when your bonus rounds hit this point. I wouldn't bother personally.</p><p> </p><p></p><p> </p><p>Why? He seemed to be reasonably on topic? (I didn't see the pics).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5973825, member: 87792"] Thanks. And honestly the balance used here is pillar balance rather than mathematical balance. It's openly accepting that the fighter's main area of expertise is combat - and if the fighter is low on the other two pillars he must be sky high on the one. Mathematical balance is ... minor as a consideration if there are vast areas the fighter can't do that much in. It's the same sort of idea as Weapon Spec for the AD&D fighter. He owned combat to make up for being weak elsewhere. Hmm... Top sprinters can run 100m in 10s. Say 60m in 6s - or 180ft in a round. That's six separate move actions worth of movement - take the full round run action away from the fighter and before level 10 they need an initiative of [I]46[/I] to go significantly faster than this. So they need an initiative modifier of +26 at a minimum. Not happening without magical support. At level 14 they only need +31 initiative to break the human land speed record. But that's still in Batman territory. As far as I can tell the best [I]mundane [/I]initiative modifier possible in core rules in 3.X for a human involves a starting dex of 18 (+4), a further +2 from putting all your start points into dex (at L16), and a +4 feat bonus. +10 - making an unaugmented +31 to initiative mathematically impossible. Now you can break the limits with e.g. Enhancement bonusses, but that's magical augmentation (and a good reason the fighter gets the swords and bonus items - he simply gets more use out of them ). Possibly you need a tweak at level 15 saying you may not double move when your bonus rounds hit this point. I wouldn't bother personally. Why? He seemed to be reasonably on topic? (I didn't see the pics). [/QUOTE]
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