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Trying to make 5e more oldish and want some people's opinions
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<blockquote data-quote="Lanefan" data-source="post: 7534270" data-attributes="member: 29398"><p>Largely agreed. Overnight-plus-study/pray-time is and pretty much always has been the default for spell recovery, and changing this - while perhaps a daring idea - will have some major knock-on effects once you start play.</p><p></p><p>The answer here is variable non-proficiency penalties. If you're trained in spear you might only be -1 when using a javelin or other similar weapon, but -2 when using something completely different e.g. a battleaxe. And a non-fighter trying to use an untrained weapon is even worse off - -3, -4 or even -5 depending on class and-or difference in weapon used v weapon trained.</p><p></p><p>I very much like the idea of individual weapon proficiencies, reflecting the in-game notion that a fighter - while vaguely handy with any weapon hence their lower non-prof penalty - has his-her own particular weapon preferences, and those are what he-she has chosen to focus on.</p><p></p><p>The opposite way to achieve much the same result is by a weapon specialization system that gives bonuses with particular weapons chosen by the player/PC, but that way lies numbers bloat and power creep. Penalties are better.</p><p></p><p>The point of small-weapon initiative bonus is not to reflect who will usually strike harder or inflict more damage, but to reflect who will usually strike faster. Assuming vaguely-equal levels of skill, the person with the dagger will be able to pull of a couple of moves during the time it takes the sword person to wind up and swing...particularly if the dagger person can get inside the swordsperson's guard.</p><p></p><p>Spell fumble possibility is IMO essential in any such system, as are aiming rolls for ranged spells.</p><p></p><p>The chance of messing up, when pushing the edge of one's skill, doesn't change much as the skill improves.</p><p></p><p>As an example - I'm not much of a typist by any means but I'm almost certainly better at it than I was 20 years ago, at least in terms of typing faster. My number of mistakes per line typed, however, probably hasn't changed much if any over that timespan - I just make those mistakes more frequently in clock time because I'm typing faster than I used to.</p><p></p><p>Same can be true of melee fighters.</p><p></p><p>Lan-"the backspace key is always the most important button on any keyboard"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7534270, member: 29398"] Largely agreed. Overnight-plus-study/pray-time is and pretty much always has been the default for spell recovery, and changing this - while perhaps a daring idea - will have some major knock-on effects once you start play. The answer here is variable non-proficiency penalties. If you're trained in spear you might only be -1 when using a javelin or other similar weapon, but -2 when using something completely different e.g. a battleaxe. And a non-fighter trying to use an untrained weapon is even worse off - -3, -4 or even -5 depending on class and-or difference in weapon used v weapon trained. I very much like the idea of individual weapon proficiencies, reflecting the in-game notion that a fighter - while vaguely handy with any weapon hence their lower non-prof penalty - has his-her own particular weapon preferences, and those are what he-she has chosen to focus on. The opposite way to achieve much the same result is by a weapon specialization system that gives bonuses with particular weapons chosen by the player/PC, but that way lies numbers bloat and power creep. Penalties are better. The point of small-weapon initiative bonus is not to reflect who will usually strike harder or inflict more damage, but to reflect who will usually strike faster. Assuming vaguely-equal levels of skill, the person with the dagger will be able to pull of a couple of moves during the time it takes the sword person to wind up and swing...particularly if the dagger person can get inside the swordsperson's guard. Spell fumble possibility is IMO essential in any such system, as are aiming rolls for ranged spells. The chance of messing up, when pushing the edge of one's skill, doesn't change much as the skill improves. As an example - I'm not much of a typist by any means but I'm almost certainly better at it than I was 20 years ago, at least in terms of typing faster. My number of mistakes per line typed, however, probably hasn't changed much if any over that timespan - I just make those mistakes more frequently in clock time because I'm typing faster than I used to. Same can be true of melee fighters. Lan-"the backspace key is always the most important button on any keyboard"-efan [/QUOTE]
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