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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Underman" data-source="post: 5979685" data-attributes="member: 6696705"><p>The 15MAD is not being addressed mechanically to be a balancing point for the fighter, and is instead left to the DM and encounter design. Presumably, it's possible to do the same with magic items. So not that equipment is the primary balancing mechanism for fighters, but that it could help tip the scales of balance, in the same way that D&D Next and 15MAD could tip the scales of balance to some (yet unestablished) extent.</p><p></p><p>Ya, I always wondered why only Captain America got the only vibranium shield on the planet. It is only a plot device that nobody more powerful than Captain America ever semi-permanently or permanently stole his shield away from him. That's tolerable in the comics, but if I was roleplaying a superhero game, I think the question would come up at least as often as Majoru Oakheart's pragmatic selling/trading of weapons.</p><p></p><p>Instead of effectively fortune-telling that the fighter will always have their equivalent of a vibranium shield, I'd like to see a robust possibily multi-pronged solution that works over 2+ playstyles.</p><p></p><p>From the top of my head, no magic item shops to sell/trade magic items. D&D always discouraged this in the rulebooks; well how about finally making it happen in a non-mythic setting? (In a mythic setting, the fighter is already presumably counterbalanced by mythic abiltiies).</p><p></p><p>Adjust the economics so that it's generally not justifiable or practical to trade in magic weapons relative to net benefit of the fighter using the weapon and thus the whole party's survival.</p><p></p><p>Incorporate the new combat superiority rules to magic weapons and armor, such that all but the most assinine group would consider to trade in a magic weapon/armor. This is a controversial and outrageous idea to some, I know, but if a magic weapon gives a fighter an extra die in combat superiority and/or access to a new combat superiority slot, that's a lot of better than just a +1 to attacks. I would further opine that groups that would still insist on stealing a weapon away from a fighter to bereft them of an extra die and/slot of combat superiority in order to find a magic shop and trade in the weapon and that this is acceptable to the players and the characters in the story, and this is really a problem and not just theoretical rhetoric, then that gaming group could instead use the rule that nobody can take away Captain America's Shield and trade it for billions of dollars and buy nukes instead.</p></blockquote><p></p>
[QUOTE="Underman, post: 5979685, member: 6696705"] The 15MAD is not being addressed mechanically to be a balancing point for the fighter, and is instead left to the DM and encounter design. Presumably, it's possible to do the same with magic items. So not that equipment is the primary balancing mechanism for fighters, but that it could help tip the scales of balance, in the same way that D&D Next and 15MAD could tip the scales of balance to some (yet unestablished) extent. Ya, I always wondered why only Captain America got the only vibranium shield on the planet. It is only a plot device that nobody more powerful than Captain America ever semi-permanently or permanently stole his shield away from him. That's tolerable in the comics, but if I was roleplaying a superhero game, I think the question would come up at least as often as Majoru Oakheart's pragmatic selling/trading of weapons. Instead of effectively fortune-telling that the fighter will always have their equivalent of a vibranium shield, I'd like to see a robust possibily multi-pronged solution that works over 2+ playstyles. From the top of my head, no magic item shops to sell/trade magic items. D&D always discouraged this in the rulebooks; well how about finally making it happen in a non-mythic setting? (In a mythic setting, the fighter is already presumably counterbalanced by mythic abiltiies). Adjust the economics so that it's generally not justifiable or practical to trade in magic weapons relative to net benefit of the fighter using the weapon and thus the whole party's survival. Incorporate the new combat superiority rules to magic weapons and armor, such that all but the most assinine group would consider to trade in a magic weapon/armor. This is a controversial and outrageous idea to some, I know, but if a magic weapon gives a fighter an extra die in combat superiority and/or access to a new combat superiority slot, that's a lot of better than just a +1 to attacks. I would further opine that groups that would still insist on stealing a weapon away from a fighter to bereft them of an extra die and/slot of combat superiority in order to find a magic shop and trade in the weapon and that this is acceptable to the players and the characters in the story, and this is really a problem and not just theoretical rhetoric, then that gaming group could instead use the rule that nobody can take away Captain America's Shield and trade it for billions of dollars and buy nukes instead. [/QUOTE]
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