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<blockquote data-quote="Nork" data-source="post: 7473820" data-attributes="member: 59879"><p>Ability scores don't appear to be well explained, or are not explained where it is obvious.</p><p></p><p>Having a table listing the overhead press, dead lift, and drag for strength scores was really important for a strong character to do something strength related. Without that information the player and GM are going to get into an argument when the 1st level fighter says they lift a 350 pound rock over their head and heave it down at enemies below.</p><p></p><p>It also doesn't help that things like barbarian rages give bonuses to damage and not to strength. A barbarian can't rage to pick up a crazy heavy snapped mast of a ship and use it to sweep the deck.</p><p></p><p>Having clear descriptions of ability scores in real terms with quantified benchmarks that allow people to gauge what those scores should allow in meaningful terms is important for having people engage in real actions.</p><p></p><p>I also find it completely absurd that a bow is listed as a 1+ handed weapon while a bo staff is listed as a two handed weapon. So a bow user can open a door without having to spend two actions to remove their hand from the bow, but the bo staff user has to spend their entire turn to open a door (unequip bo staff, open door, re-equip bo staff... I mean COME ON guys...)</p><p></p><p>I hate to say it... but it feels very video-gamey when it doesn't have to. Not inherently like 4e did with their MMO cooldown bar of abilities for each class (I really LIKE 4e as an overall product), but like a system that didn't HAVE to video-gamey that was written by people too focused on gamey elements that they forget to take a step back and look at it from a story point of view instead of a combat simulator point of view.</p></blockquote><p></p>
[QUOTE="Nork, post: 7473820, member: 59879"] Ability scores don't appear to be well explained, or are not explained where it is obvious. Having a table listing the overhead press, dead lift, and drag for strength scores was really important for a strong character to do something strength related. Without that information the player and GM are going to get into an argument when the 1st level fighter says they lift a 350 pound rock over their head and heave it down at enemies below. It also doesn't help that things like barbarian rages give bonuses to damage and not to strength. A barbarian can't rage to pick up a crazy heavy snapped mast of a ship and use it to sweep the deck. Having clear descriptions of ability scores in real terms with quantified benchmarks that allow people to gauge what those scores should allow in meaningful terms is important for having people engage in real actions. I also find it completely absurd that a bow is listed as a 1+ handed weapon while a bo staff is listed as a two handed weapon. So a bow user can open a door without having to spend two actions to remove their hand from the bow, but the bo staff user has to spend their entire turn to open a door (unequip bo staff, open door, re-equip bo staff... I mean COME ON guys...) I hate to say it... but it feels very video-gamey when it doesn't have to. Not inherently like 4e did with their MMO cooldown bar of abilities for each class (I really LIKE 4e as an overall product), but like a system that didn't HAVE to video-gamey that was written by people too focused on gamey elements that they forget to take a step back and look at it from a story point of view instead of a combat simulator point of view. [/QUOTE]
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