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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5712080" data-attributes="member: 82106"><p>I don't disagree with you at all about wanting to have characters with depth. I think we simply disagree about what mechanically is the best way to support those concepts. I don't think forcing the player to reduce the character's capacity at the core adventuring competencies of the game is the way to do that personally. </p><p></p><p>The Professional is a good example. Sure, he's a horticulturist. He's also basically the world's deadliest assassin. I'd feel better about creating that character in a system where his personality traits and background don't have to be juggled up against the mechanical aspects of the character that give that "deadliest guy around" thing teeth. No amount of adding extra skill points to a one-tier system really IMHO accomplishes that because the players are ALWAYS heavily motivated to drop on yet another goody that adds to the character's combat and adventuring resources, and at some point you've got so many options you can take that even in that realm all the characters start to overlap too much.</p><p></p><p>This is why IMHO the 2-tier approach of Skills for core adventuring options and backgrounds for basic character development parameters seems to make sense. The character can be a horticulturist, and even back that up to some extent with a useful skill or two like Nature, and his assassinating functions are where his more tightly regulated mechanical resources can go. The possibility still exists to use options that help support the RP side of the character (like taking the Nature skill) but it isn't the only option.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5712080, member: 82106"] I don't disagree with you at all about wanting to have characters with depth. I think we simply disagree about what mechanically is the best way to support those concepts. I don't think forcing the player to reduce the character's capacity at the core adventuring competencies of the game is the way to do that personally. The Professional is a good example. Sure, he's a horticulturist. He's also basically the world's deadliest assassin. I'd feel better about creating that character in a system where his personality traits and background don't have to be juggled up against the mechanical aspects of the character that give that "deadliest guy around" thing teeth. No amount of adding extra skill points to a one-tier system really IMHO accomplishes that because the players are ALWAYS heavily motivated to drop on yet another goody that adds to the character's combat and adventuring resources, and at some point you've got so many options you can take that even in that realm all the characters start to overlap too much. This is why IMHO the 2-tier approach of Skills for core adventuring options and backgrounds for basic character development parameters seems to make sense. The character can be a horticulturist, and even back that up to some extent with a useful skill or two like Nature, and his assassinating functions are where his more tightly regulated mechanical resources can go. The possibility still exists to use options that help support the RP side of the character (like taking the Nature skill) but it isn't the only option. [/QUOTE]
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What needs to be fixed in 5E?
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