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Why does 5E SUCK?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6656917" data-attributes="member: 6787650"><p>*raised eyebrows* On the one hand you suggest that people who disagree with you are ignorant buffoons. (I don't know why you even bring this up. Pemerton has a good point about actuals vs. counterfactuals, but the only relevance breadth of game experience has on counterfactuals is that broad experience allows you to more easily see counterfactuals, which the same as seeing actuals in advance.) </p><p></p><p>On the other hand you struggle to find an example of an RPG mechanic that could have been implemented in a different way. I don't know if that's because you're limiting yourself in an attempt to condescend to the hoi polloi, or because you genuinely can't think of a better example, but just for fun here are four alternate ways to implement armor:</p><p></p><p>1.) PD (GURPS 3e). Makes it easier for your opponent to succeed on their opposed roll to parry/dodge your blow. Mechanically different from the (A)D&D concept of AC in that it relies on the opposed roll, so PD on a guy who's doing an All Out Attack is useless, because there is no opposed roll. Likewise, its utility degrades against multiple attackers because of penalties.</p><p></p><p>2.) DR (Shadowrun, GURPS 4e, Dominions, 5E*). Reduces the damage you take from an attack by a flat or rolled value. Mechanically different from AC in that it functions better against smaller weapons, and rewards enemies for busting out the "can opener." Tends to lead to armor becoming irrelevant in high-powered play, although the tendency is not absolute.</p><p></p><p>3.) Flat miss percentage (Bang!). An attack normally always hits, but each piece of armor gives a small chance (25%) for the attack to miss. Mechanically different from AC in that AC functions better against less-skilled opponents and therefore rewards high-level enemies for skill. Flat misses can happen in an AC-based system (Mirror Image spell) and they're useful against high-powered enemies like demons and krakens for that reason.</p><p></p><p>4.) Extra HP. (Don't know of a system which uses this.) Putting on armor simply increases your effective HP by a fixed value or percentage. Mechanically simplistic, encourages Conan tropes wherein high-powered protagonists run around bare-chested to show how tough they are. (Contrast with D&D 5E wherein a 20th level fighter would be loathe to doff his armor even for a good reason, like swimming a river, before entering a fight. The fighter's AC is a three- or four-fold force multiplier, not a mere +10% or +20% HP.)</p><p></p><p>I'm sure those who have played more systems like FATE, Burning Wheel, White Wolf, can add more examples.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6656917, member: 6787650"] *raised eyebrows* On the one hand you suggest that people who disagree with you are ignorant buffoons. (I don't know why you even bring this up. Pemerton has a good point about actuals vs. counterfactuals, but the only relevance breadth of game experience has on counterfactuals is that broad experience allows you to more easily see counterfactuals, which the same as seeing actuals in advance.) On the other hand you struggle to find an example of an RPG mechanic that could have been implemented in a different way. I don't know if that's because you're limiting yourself in an attempt to condescend to the hoi polloi, or because you genuinely can't think of a better example, but just for fun here are four alternate ways to implement armor: 1.) PD (GURPS 3e). Makes it easier for your opponent to succeed on their opposed roll to parry/dodge your blow. Mechanically different from the (A)D&D concept of AC in that it relies on the opposed roll, so PD on a guy who's doing an All Out Attack is useless, because there is no opposed roll. Likewise, its utility degrades against multiple attackers because of penalties. 2.) DR (Shadowrun, GURPS 4e, Dominions, 5E*). Reduces the damage you take from an attack by a flat or rolled value. Mechanically different from AC in that it functions better against smaller weapons, and rewards enemies for busting out the "can opener." Tends to lead to armor becoming irrelevant in high-powered play, although the tendency is not absolute. 3.) Flat miss percentage (Bang!). An attack normally always hits, but each piece of armor gives a small chance (25%) for the attack to miss. Mechanically different from AC in that AC functions better against less-skilled opponents and therefore rewards high-level enemies for skill. Flat misses can happen in an AC-based system (Mirror Image spell) and they're useful against high-powered enemies like demons and krakens for that reason. 4.) Extra HP. (Don't know of a system which uses this.) Putting on armor simply increases your effective HP by a fixed value or percentage. Mechanically simplistic, encourages Conan tropes wherein high-powered protagonists run around bare-chested to show how tough they are. (Contrast with D&D 5E wherein a 20th level fighter would be loathe to doff his armor even for a good reason, like swimming a river, before entering a fight. The fighter's AC is a three- or four-fold force multiplier, not a mere +10% or +20% HP.) I'm sure those who have played more systems like FATE, Burning Wheel, White Wolf, can add more examples. [/QUOTE]
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