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Truly Understanding the Martials & Casters discussion (+)
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<blockquote data-quote="UngainlyTitan" data-source="post: 8546165" data-attributes="member: 28487"><p>The biggest issue is that there is little consensus as to the problem and even where there is agreement as to the problem there is often a lot of disagreement as to the solution.</p><p>So some issues are kind of structural and some may need new mechanics and some better DM guidance.</p><p></p><p><strong>The number of encounters and rest mechanics:</strong></p><p>I am not a fan of the 6 - 8 encounters per long rest myself and I think some explicit guidance to DMs as the effects of different encounter levels would be appreciated. </p><p>I think the game would benefit from additional rules to make the game more gritty (may be long term injuries), actual use made of the exhaustion mechanics in regular play. (ways of restricting casters and how to balance that, with the encounter system)</p><p>On the other side some rules on plot coupons (fate points or some such) would be good also.</p><p></p><p><strong>The Gonzo martials. </strong></p><p>Some optional rules to dial high level non casters to gonzo heroic, perhaps high level prestige classes.</p><p></p><p><strong>The Exploration Pillar Issues</strong></p><p>This area is practically a vestige from the early game. It is still ok, for old school exploration, where the wandering monster, random location and the careful tracking of supplies is the point of play but even there there are issues with "I win" buttons, like Goodberry, Rangers, and the Wanderer feature from the Outlander background. All of which negate that type of play.</p><p>The Wilderness navigation table are a complete joke and could do with a complete rework by someone that actually understands wilderness navigation and the logistics of supply in different terrain types and climates, and weather effects. </p><p></p><p>However, there is another problem, such rules are primarily of interest to people, that are interested in exploration as a primary focus. Many of us are interested in wilderness survival as a complication to a larger story. I am not sure what subsystems would apply in that case.</p><p></p><p><strong>Social/Investigation and so forth.</strong></p><p>The game could do with better DM advice on how to do social and the characters could do with some more resources to put into social other than spells. I personally think that all classes/races could do with some ribbon abilities, many of which, I would replicate some of the weaker feats to gain expertise in a skill related to their class or advantage.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8546165, member: 28487"] The biggest issue is that there is little consensus as to the problem and even where there is agreement as to the problem there is often a lot of disagreement as to the solution. So some issues are kind of structural and some may need new mechanics and some better DM guidance. [B]The number of encounters and rest mechanics:[/B] I am not a fan of the 6 - 8 encounters per long rest myself and I think some explicit guidance to DMs as the effects of different encounter levels would be appreciated. I think the game would benefit from additional rules to make the game more gritty (may be long term injuries), actual use made of the exhaustion mechanics in regular play. (ways of restricting casters and how to balance that, with the encounter system) On the other side some rules on plot coupons (fate points or some such) would be good also. [B]The Gonzo martials. [/B] Some optional rules to dial high level non casters to gonzo heroic, perhaps high level prestige classes. [B]The Exploration Pillar Issues[/B] This area is practically a vestige from the early game. It is still ok, for old school exploration, where the wandering monster, random location and the careful tracking of supplies is the point of play but even there there are issues with "I win" buttons, like Goodberry, Rangers, and the Wanderer feature from the Outlander background. All of which negate that type of play. The Wilderness navigation table are a complete joke and could do with a complete rework by someone that actually understands wilderness navigation and the logistics of supply in different terrain types and climates, and weather effects. However, there is another problem, such rules are primarily of interest to people, that are interested in exploration as a primary focus. Many of us are interested in wilderness survival as a complication to a larger story. I am not sure what subsystems would apply in that case. [B]Social/Investigation and so forth.[/B] The game could do with better DM advice on how to do social and the characters could do with some more resources to put into social other than spells. I personally think that all classes/races could do with some ribbon abilities, many of which, I would replicate some of the weaker feats to gain expertise in a skill related to their class or advantage. [/QUOTE]
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