I would say that if a successful game hinges on how the characters are equipped, there is something very wrong.Lord Sessadore said:So, if you're happy with every defender and leader in your game needing at LEAST 13 in Str AND Con in order to wear the armor they are supposed to to make the game work, that's fine with me. Myself, I'm not gonna run things that way.
Mercule said:We appear to disagree on the definition of "legitimate".
You would disagree that the defenders in 4e are intended to wear the heaviest armor they can get their hands on? You think a Paladin in hide armor is going to be as effective as one in plate, or a fighter in scale? Paladin in hide vs. plate is going to have an AC at least 4 points lower, assuming they don't go weird and put points in Dex or Int (I'm assuming they have 12 in one of these already). That's getting hit by 20% more attacks, which basically means they will survive 80% as long as the plate Paladin, or less. Doesn't seem like a good thing to me.Storm-Bringer said:I would say that if a successful game hinges on how the characters are equipped, there is something very wrong.
Iku Rex said:How does making class-gained proficiencies (that count as feats) different from the feats with the same names improve the game? Seems like an unnecessary and unintuitive complication to me. It also removes what would otherwise be a balancing cost of using heavy armor.
In-game it makes even less sense. If you're a "Fighter" or other class that grants the proficiency you can apparently use scale mail no matter how puny you are. Everyone else can never gain the same ability, no matter how experienced they are or how much they train. Why does that make sense?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.