Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The_Furious_Puffin" data-source="post: 6861857" data-attributes="member: 11831"><p>^ If you think the decision to do this is meaningful, you should not (edited to add this critical word) ameliorate the mechanical disadvantages of the choice. That would be removing player agency, which is a terrible idea. The fact you instictively go for this tells you that the decision was bad in the first place. </p><p></p><p></p><p></p><p></p><p></p><p>I disagree with the implication here that choosing to play a 'wizard' or a 'fighter' (Two sides of the class equation) is purely one of asthetics, but choosing to use your fathers shortsword instead of a rapier is a deep meaningful decision. </p><p></p><p>These are all mechanical choices as well as having a RP impact. I'm personally in favour of decoupling the mechanics and the RP to a greater or lesser extent. It's actually insightful that you then say that the fighter's choice - choosing between a 'defender' archetype and a 'duelist' archetype isn't meaningful, despite the fact that it's going to shape the way the character plays.</p><p></p><p></p><p></p><p>Nah, shortsword is one handed weapon, letting it do 1d12 would probably not be ideal. But if you came to me with that and said that, I'd say 'sure, let's let the shortsword do 1d6+1 damage because it's your ancestral weapon, and it can count as magical past level 6 as it's so infused with your desire for revenge that you can damage magical creates with it' Bam! </p><p></p><p>Seems cool to me, and means that the first time the party fights a ghost, you can use your fathers ancestral sword, instead of reaching into the golf bag and grabbing out some magical axe you found somewhere in what has to be one of the most immersion breaking things required of fighters ever.</p><p></p><p></p><p></p><p>If you play in the sort of game where routinely taking players equipment of them is part of the game (I rarely/never do this because it's usually not fun in practice, and is indeed warned against in atleast one published adventure), then yeah, the magical knuckledusters works fine to. Make it a magical hat of kickboxing. Who cares, just as long as he isn't gimped</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6861857, member: 11831"] ^ If you think the decision to do this is meaningful, you should not (edited to add this critical word) ameliorate the mechanical disadvantages of the choice. That would be removing player agency, which is a terrible idea. The fact you instictively go for this tells you that the decision was bad in the first place. I disagree with the implication here that choosing to play a 'wizard' or a 'fighter' (Two sides of the class equation) is purely one of asthetics, but choosing to use your fathers shortsword instead of a rapier is a deep meaningful decision. These are all mechanical choices as well as having a RP impact. I'm personally in favour of decoupling the mechanics and the RP to a greater or lesser extent. It's actually insightful that you then say that the fighter's choice - choosing between a 'defender' archetype and a 'duelist' archetype isn't meaningful, despite the fact that it's going to shape the way the character plays. Nah, shortsword is one handed weapon, letting it do 1d12 would probably not be ideal. But if you came to me with that and said that, I'd say 'sure, let's let the shortsword do 1d6+1 damage because it's your ancestral weapon, and it can count as magical past level 6 as it's so infused with your desire for revenge that you can damage magical creates with it' Bam! Seems cool to me, and means that the first time the party fights a ghost, you can use your fathers ancestral sword, instead of reaching into the golf bag and grabbing out some magical axe you found somewhere in what has to be one of the most immersion breaking things required of fighters ever. If you play in the sort of game where routinely taking players equipment of them is part of the game (I rarely/never do this because it's usually not fun in practice, and is indeed warned against in atleast one published adventure), then yeah, the magical knuckledusters works fine to. Make it a magical hat of kickboxing. Who cares, just as long as he isn't gimped [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
Top