Bill Zebub
“It’s probably Matt Mercer’s fault.”
I kinda get why being able to switch them was added into the rules.
You mean beside the general 5e principle that "Thou shalt not be forced to commit to character choices?"
I kinda get why being able to switch them was added into the rules.
I don't love the long rest changeout (switching as you level, or heck some newly-defined intermediate timeframe, would be better) but I understand the reasoning.You mean beside the general 5e principle that "Thou shalt not be forced to commit to character choices?"
I can definitely see the point of this line of criticism. Having to pick specific weapons to be proficient with in 1e, the addition of weapon specialization in 2e, weapon focus/specialization feats in 3e... all of these tended to push fighter-types into narrowing a character to the point where magic weapons as loot either had to be tailored or a player probably had to forego a notable class feature to get a sweet magic weapon. And that sucked then - it pretty much sucks now.Weapon proficiencies and having to wait X levels to be able to use the really cool magic halberd you found because you thought lance was going to be a better backup (to the ubiquitous longsword/longbow/2Hsword optimal options) was a major complaint with AD&D. People hated ranger terrain choosing because it was all too common that what you thought the game was going to do at level 1 did not look like play by level 3-4.
I liked the PF1 ranger. You could specialize from class to be a ranged, two weapon, or two handed combatant. Feats allowed you to dabble in other things as well so it wasnt all eggs in a single basket. Aside from that, you got features that lend themselves to the exploration pillar too. To this day a good template of class design, imo.I can definitely see the point of this line of criticism. Having to pick specific weapons to be proficient with in 1e, the addition of weapon specialization in 2e, weapon focus/specialization feats in 3e... all of these tended to push fighter-types into narrowing a character to the point where magic weapons as loot either had to be tailored or a player probably had to forego a notable class feature to get a sweet magic weapon. And that sucked then - it pretty much sucks now.
I've always liked methods of stepping away from over-specific options like 2e's weapon group proficiencies and style specializations, 3e's simple weapon/martial weapon proficiencies, feats and abilities that apply to broader classifications of weapons like the Weapon Finesse feat in 3e or Great Weapon Master in 5e.
It’s a good principle. You should play your character for as long as you enjoy playing your character. The point at which you stop enjoying it, well you get my drift.You mean beside the general 5e principle that "Thou shalt not be forced to commit to character choices?"
Downtime weapon training can fix the halberd problem.I don't love the long rest changeout (switching as you level, or heck some newly-defined intermediate timeframe, would be better) but I understand the reasoning.
Weapon proficiencies and having to wait X levels to be able to use the really cool magic halberd you found because you thought lance was going to be a better backup (to the ubiquitous longsword/longbow/2Hsword optimal options) was a major complaint with AD&D. People hated ranger terrain choosing because it was all too common that what you thought the game was going to do at level 1 did not look like play by level 3-4.
Species is a generally an inalterable choice (polymorph and reincarnation notwithstanding). Classes are generally non-interchangeable. Feats as well. Retraining rules like I think we saw in late 3e are generally not there. It's mostly hardcoded spells (cantrips and spells-known), invocations, and things like this.
Setting logic is the issue, not double standards. If the spell thing isn't restrictive enough, I'd rather change that.It’s a good principle. You should play your character for as long as you enjoy playing your character. The point at which you stop enjoying it, well you get my drift.
If a not-enjoyable character can be made enjoyable by changing a relatively minor detail then I honestly don’t see a problem.
As I said, we are happy for casters to be able to change spells on a daily basis. It’s more double standards against martial characters.
Well, let's unpack this a little. 3d6 vs point buy and 4d6 vs point buy are pretty different comparisons. Both point buy and 4d6 are methods that will tend to insulate a PC from very low stats. And with 4d6 being the long-preferred convention (since 1e days), offering up 3d6 is going to seem relatively punitive to most D&D players. So it's no surprise that people want to avoid the 3d6 if offered an alternative, even if they tend to prefer a random method.
The desire for random results, while leavened by methods to make the lower results less likely, may not simply indicate a just a desire for higher stats since it may also indicate a desire for those stats to be independently derived. That's something random stats can do that point buy cannot because with point buy, any points going into one stat value will suppress the values of the other stats. You can't buff without nerfing, and that's an optimization process a lot of people don't necessarily like. Including me. I don't like it AS A DM because I'm not too keen on my players inhabiting that mindset with such a small (but important) set of values.
Point buy has its place in character generation - in games where points buy virtually everything the character can do like Champions/Hero, GURPS, and Mutants and Masterminds. But just between the 6 stats of D&D? I think it does more harm to the play experience than good.