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Weapons should break left and right
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<blockquote data-quote="Mort" data-source="post: 9764876" data-attributes="member: 762"><p>How exactly is this a good design goal? </p><p></p><p>You're making them weaker AND you're making them more complicated in play. </p><p></p><p>When one of the main draws of fighters is that they are supposed to be less complicated in play (I'm not sure how true this actually is, but it's an often stated design goal). So you're taking away the big draw and decreasing power - pretty big lose, lose.</p><p></p><p>Plus you're making the DMs job harder by giving yet another thing to keep track of, both during play and in encounter/ adventure design. </p><p></p><p>And the annoying thing is, what you're really doing is just creating more trap options for fighters. Those in the know will know how to design around this, newbies that don't will get caught in the trap and feel like the character choice they wanted stinks.</p></blockquote><p></p>
[QUOTE="Mort, post: 9764876, member: 762"] How exactly is this a good design goal? You're making them weaker AND you're making them more complicated in play. When one of the main draws of fighters is that they are supposed to be less complicated in play (I'm not sure how true this actually is, but it's an often stated design goal). So you're taking away the big draw and decreasing power - pretty big lose, lose. Plus you're making the DMs job harder by giving yet another thing to keep track of, both during play and in encounter/ adventure design. And the annoying thing is, what you're really doing is just creating more trap options for fighters. Those in the know will know how to design around this, newbies that don't will get caught in the trap and feel like the character choice they wanted stinks. [/QUOTE]
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