"don't get" is very different from "can't use"....because Barbarians, Monks, and Rangers don't get heavy armor.
"don't get" is very different from "can't use"....because Barbarians, Monks, and Rangers don't get heavy armor.
Mooks don't get medium armor.Medium armor then, whatever.
Why would monks have access to orichalcom armor anyway? Not really an armor-wearing bunch. My focus is on the setting here. The rules should serve the fiction IMO.Mooks don't get medium armor.
See. That's the issue. You are dancing around with a mechanic not design to do something instead of designing a mechanic to do it.
I've found that new players don't really have trouble with 12 classes so I don't really see the need to reduce this down to 4. I could see sticking to the PHB in the 3e days with all of the books adding in 2-3 new classes, but for 5e I don't think 12 classes is that big a deal for new players.And then once they do that the first time or two they no longer are new players and they become experienced players... at which point you could hand them 12 classes for them to choose from and it wouldn't be a problem.
But what's better? A book that includes 12 classes that a DM who knows they are teaching the game to new players can choose to hand out a series of pre-gens that only cover 4 of them for the new players to learn... and then they can move on to the other 8 once they have the game under their belt...
Or a book that only includes 4 classes total... which is great for new players to learn from, but then they have nowhere else to go once they've learned the game?
I agree with you that it is easier for a new player to learn from a smaller set of choices. But that's why a specific DM can make those choices for the new players themselves, rather than ask the book designers to do it but thus removing options for the other 99.99% of the playerbase.
My version of Orichalcum armor gives you a swim speed, AC bonus, and lets you attack underwater as if you were not.Why would monks have access to orichalcom armor anyway? Not really an armor-wearing bunch. My focus is on the setting here. The rules should serve the fiction IMO.
Sure they areWhy would monks have access to orichalcom armor anyway? Not really an armor-wearing bunch. My focus is on the setting here. The rules should serve the fiction IMO.
Flip side: in a large party with lots of characters, having one or two of them be jack-of-all-trades types can come in very useful as backup options when for whatever reason the experts can't get it done.This depends entirely on the size of the party and playstyle. In some games with small parties diversity is extremely beneficial, far more beneficial than being an optimized max expert at one thing.
That's what I disagree with.
You need a good roll in your prime score to meet basic competency and need to continually boost your primary scores to maintain it.
In 2014, they leaned too hard on simplicity of mechanic on many classes. This put too much pressure on primary score, feats, and fighting styles to maintain basic competency at anything but a defender.
The designers created a system where your either need good rolls or higher level dominance to fill any role other than body blocker, defender, healer.
Your STR14/DEX14 fighter/barb/pally doesn't have a supporting fighting style for both their attack options and if they attempt to level both STR and Dex equally, they will fall behind the curve.

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