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*TTRPGs General
Which rules are 'flavour' rules?
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<blockquote data-quote="hong" data-source="post: 643754" data-attributes="member: 537"><p>Yes, dear.</p><p></p><p>There's no such thing as a rule change that never impacts balance. The point is that allowing wizards and sorcs to wear armour will not make them more powerful in any significant way later on, while allowing them to be more survivable earlier on.</p><p></p><p>A smart 1st level wizard in full plate will still not want to close to melee, because 1d4 hit points per level, no weapon proficiencies to speak of and no _armour_ proficiencies at all does not make for a useful melee character. Even if they rarely get hit, they don't have enough of a hit point buffer to risk it, and they're not going to be able to hit anything in return. However, they do become more survivable against threats like archers and other ranged threats, which as I said, is a good thing.</p><p></p><p>Conversely, at _high_ levels, wearing heavy armour doesn't give the wizard anything he couldn't get already. The only component of the AC buffup suite that stacks with armour is shield, and it's trivial to get rid of it or power it down. And haste, but that's something that everyone can use.</p><p></p><p>In fact, the smart wizard may well decide not to bother with heavy armour anyway, because it slows you down. Moving at 20' is not usually good, especially if your survival depends on running away from threats rather than standing around and duking it out.</p></blockquote><p></p>
[QUOTE="hong, post: 643754, member: 537"] Yes, dear. There's no such thing as a rule change that never impacts balance. The point is that allowing wizards and sorcs to wear armour will not make them more powerful in any significant way later on, while allowing them to be more survivable earlier on. A smart 1st level wizard in full plate will still not want to close to melee, because 1d4 hit points per level, no weapon proficiencies to speak of and no _armour_ proficiencies at all does not make for a useful melee character. Even if they rarely get hit, they don't have enough of a hit point buffer to risk it, and they're not going to be able to hit anything in return. However, they do become more survivable against threats like archers and other ranged threats, which as I said, is a good thing. Conversely, at _high_ levels, wearing heavy armour doesn't give the wizard anything he couldn't get already. The only component of the AC buffup suite that stacks with armour is shield, and it's trivial to get rid of it or power it down. And haste, but that's something that everyone can use. In fact, the smart wizard may well decide not to bother with heavy armour anyway, because it slows you down. Moving at 20' is not usually good, especially if your survival depends on running away from threats rather than standing around and duking it out. [/QUOTE]
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Which rules are 'flavour' rules?
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