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Unearthed Arcana Playtest Packet 7 Live on D&D Beyond
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<blockquote data-quote="Sumony111" data-source="post: 9122581" data-attributes="member: 7035440"><p>I feel like a lot of the considerations that you dont give weight to are actually pretty accurate for my campaign.</p><p></p><p>The players spend a large percentage of their time in "civilized" areas like town, cities and their surroundings where openly carrying a weapon, other than a dagger or maybe shortsword, is going to get you in some trouble unless you are one of the authorities. There are a LOT of fights where melee end up fighting with daggers, or looking for improvised weapons where being able to capably fight unarmed is really very valuable.</p><p></p><p>Likewise my players very very often choose skills that dont correlate with their strongest attribute because it reflects what they want to play. In the case of a fighter acting as the face thats not at all uncommon, most my players seem to choose their skills based a lot more on their personality or character background than they do on whats going to be strongest. Being selectively better at those skills isnt some HUGE increase for fighters... but I bet it comes up very nearly every session I play if that rule moves forward.</p><p></p><p>Not saying my way is right, or your way is wrong or anything. Just that I think some of those assumptions do line up with the way a lot of tables play the game. Making the game better for more play styles can only help it in the long run.</p></blockquote><p></p>
[QUOTE="Sumony111, post: 9122581, member: 7035440"] I feel like a lot of the considerations that you dont give weight to are actually pretty accurate for my campaign. The players spend a large percentage of their time in "civilized" areas like town, cities and their surroundings where openly carrying a weapon, other than a dagger or maybe shortsword, is going to get you in some trouble unless you are one of the authorities. There are a LOT of fights where melee end up fighting with daggers, or looking for improvised weapons where being able to capably fight unarmed is really very valuable. Likewise my players very very often choose skills that dont correlate with their strongest attribute because it reflects what they want to play. In the case of a fighter acting as the face thats not at all uncommon, most my players seem to choose their skills based a lot more on their personality or character background than they do on whats going to be strongest. Being selectively better at those skills isnt some HUGE increase for fighters... but I bet it comes up very nearly every session I play if that rule moves forward. Not saying my way is right, or your way is wrong or anything. Just that I think some of those assumptions do line up with the way a lot of tables play the game. Making the game better for more play styles can only help it in the long run. [/QUOTE]
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