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The Ship of Theseus and 5e Homebrewing/3pp
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<blockquote data-quote="Celebrim" data-source="post: 7899248" data-attributes="member: 4937"><p>This happens with any game though. Either you find out that process resolution on a task doesn't work like you expected, and as such you've been ignoring perfectly valid options because you thought they were stupidly impossible, or else you try something thinking that it's a perfectly valid move and it turns out that it puts you at an unnecessary disadvantage.</p><p></p><p>Case in point, first time player of D&D proposed this creative move: "I whip two arrows out of my quiver, one in each hand, and then I rush between the two giant rats and stab them both at the same time!" Points for originality and flare, and I'll reward that, but in the system what you are doing there is using improvised weapons (without proficiency in that) to perform a two-handed weapon attack (without proficiency in that) that leaves you flanked at the end of the movement. It's probably not as efficient as whipping out a rapier you have weapon finesse with and stabbing the nearest rat. After letting her attempt the stunt, I explained to her that while I would give a "cool move" bonus for being creative like that, she had to understand that her heroine was just starting out as an adventurer and would struggle to pull off cool action movie hero moves regularly until they'd gained some more experience and learned some things.</p><p></p><p>Likewise, one problem with playing Pathfinder if you've played 3.5e D&D is that so many things work ever so slightly differently than you'd expect them to, and the same is basically true of 3.5e relative to 3.0e.</p><p></p><p>I find it's best to assume all games you play in our house ruled, because in practice they are.</p><p></p><p>As far as being up front with my rules, "<em>Plop</em> Here is a 600 page word document. You aren't expected to read it and you don't need to know everything in here to play the game. Only a small slice of the rules will really effect your particular character, and you'll gradually master those." If I have someone coming from a 3.Xe D&D background, I'd probably say, "It's basically a combination of the 3.0 and 3.5 srds with a lot of small tweaks. The one that will be a big 'gotcha' for you initially is that the 5' step rule works almost backwards of what you are used to - you can use it to adjust your position in a melee, but if you try to use it as a form of evasion, you'll draw an AoO. So no stepping out of a melee to fire an arrow or cast a spell without penalty. Also, standing up does not draw an AoO, so don't expect to trip lock foes in combat as the clear best melee build."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7899248, member: 4937"] This happens with any game though. Either you find out that process resolution on a task doesn't work like you expected, and as such you've been ignoring perfectly valid options because you thought they were stupidly impossible, or else you try something thinking that it's a perfectly valid move and it turns out that it puts you at an unnecessary disadvantage. Case in point, first time player of D&D proposed this creative move: "I whip two arrows out of my quiver, one in each hand, and then I rush between the two giant rats and stab them both at the same time!" Points for originality and flare, and I'll reward that, but in the system what you are doing there is using improvised weapons (without proficiency in that) to perform a two-handed weapon attack (without proficiency in that) that leaves you flanked at the end of the movement. It's probably not as efficient as whipping out a rapier you have weapon finesse with and stabbing the nearest rat. After letting her attempt the stunt, I explained to her that while I would give a "cool move" bonus for being creative like that, she had to understand that her heroine was just starting out as an adventurer and would struggle to pull off cool action movie hero moves regularly until they'd gained some more experience and learned some things. Likewise, one problem with playing Pathfinder if you've played 3.5e D&D is that so many things work ever so slightly differently than you'd expect them to, and the same is basically true of 3.5e relative to 3.0e. I find it's best to assume all games you play in our house ruled, because in practice they are. As far as being up front with my rules, "[I]Plop[/I] Here is a 600 page word document. You aren't expected to read it and you don't need to know everything in here to play the game. Only a small slice of the rules will really effect your particular character, and you'll gradually master those." If I have someone coming from a 3.Xe D&D background, I'd probably say, "It's basically a combination of the 3.0 and 3.5 srds with a lot of small tweaks. The one that will be a big 'gotcha' for you initially is that the 5' step rule works almost backwards of what you are used to - you can use it to adjust your position in a melee, but if you try to use it as a form of evasion, you'll draw an AoO. So no stepping out of a melee to fire an arrow or cast a spell without penalty. Also, standing up does not draw an AoO, so don't expect to trip lock foes in combat as the clear best melee build." [/QUOTE]
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