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General Tabletop Discussion
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The limiting drawback of character customization
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<blockquote data-quote="Tony Vargas" data-source="post: 7846229" data-attributes="member: 996"><p>What? You were likely -2 until you got a new weapon proficiency in a couple of levels. Plus, Weapon Specialization was locking fighters into a <em>single</em> weapon even before it saw official hardbound print in 1e UA.</p><p></p><p>...you say the darndest things 'bout "back in the day," sometimes.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ...guess we really did all have very different experiences, and regional differences, and whatnot, back in the day, before the internet 'Borg'd the lot of us.</p><p></p><p>Besides, that mace <em>is</em> goin' to the cleric, and all the really good magic weapons that the cleric couldn't use were probably swords, longswords, at that. </p><p>And, armor? +1 something else, was at best, the same AC as platemail, and most lesser armors didn't go very high in bonuses, anyway. </p><p></p><p>That came later, with 3e, IIRC.</p><p></p><p>Perhaps it was just that, prior to 3e, players didn't dare complain...?</p><p>"Hey, this +2 'hamurparaddi'ian shamshir' doesn't count as a longsword does it? I'm specialized in Longsword, it wouldn't even be worth..."</p><p>"You see a rust monster."</p><p>"Nevermind! I think it's really cool that we're not getting boring old weapons off the random table! Really!"</p><p></p><p> And, considering that the fighter depended, on the one hand, on getting just the right gear to be able to take on encounters as he leveled, and, on the other, upon the "living world" unpredictability/pacing to be remotely balanced with the Tier 1 casters (through the sweet spot, anyway), in 3e, that was quite the conundrum.</p><p></p><p>Of course, in 3e, you could, if you had a caster with Forge Arms & Armor feat, sell off items you couldn't make best use of, and use the proceeds to make the 'right' item, losing only whatever you shelled out to compensate him for the small XP cost.</p><p></p><p> Another thing you can allow is more retraining. Instead of locking in any sort of specialization early, give the player more time to get into the world and the character's story, and then specialize in what he actually ends up gravitating towards.</p><p></p><p> Anyway, not so much of an issue in 5e. Combat Styles each work with a fair range of different weapons, so if your GWM finds a maul instead of a greatsword, he's still wallop'n away. And, school specialties no longer carry opposed schools, so there's literally no drawback, there.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7846229, member: 996"] What? You were likely -2 until you got a new weapon proficiency in a couple of levels. Plus, Weapon Specialization was locking fighters into a [I]single[/I] weapon even before it saw official hardbound print in 1e UA. ...you say the darndest things 'bout "back in the day," sometimes.... ;) ...guess we really did all have very different experiences, and regional differences, and whatnot, back in the day, before the internet 'Borg'd the lot of us. Besides, that mace [I]is[/I] goin' to the cleric, and all the really good magic weapons that the cleric couldn't use were probably swords, longswords, at that. And, armor? +1 something else, was at best, the same AC as platemail, and most lesser armors didn't go very high in bonuses, anyway. That came later, with 3e, IIRC. Perhaps it was just that, prior to 3e, players didn't dare complain...? "Hey, this +2 'hamurparaddi'ian shamshir' doesn't count as a longsword does it? I'm specialized in Longsword, it wouldn't even be worth..." "You see a rust monster." "Nevermind! I think it's really cool that we're not getting boring old weapons off the random table! Really!" And, considering that the fighter depended, on the one hand, on getting just the right gear to be able to take on encounters as he leveled, and, on the other, upon the "living world" unpredictability/pacing to be remotely balanced with the Tier 1 casters (through the sweet spot, anyway), in 3e, that was quite the conundrum. Of course, in 3e, you could, if you had a caster with Forge Arms & Armor feat, sell off items you couldn't make best use of, and use the proceeds to make the 'right' item, losing only whatever you shelled out to compensate him for the small XP cost. Another thing you can allow is more retraining. Instead of locking in any sort of specialization early, give the player more time to get into the world and the character's story, and then specialize in what he actually ends up gravitating towards. Anyway, not so much of an issue in 5e. Combat Styles each work with a fair range of different weapons, so if your GWM finds a maul instead of a greatsword, he's still wallop'n away. And, school specialties no longer carry opposed schools, so there's literally no drawback, there. [/QUOTE]
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