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Why does 5E SUCK?
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<blockquote data-quote="Diamondeye" data-source="post: 6661714" data-attributes="member: 60019"><p>By mandatory, I meant they should have been a basic part of the character build process just like 3.X/PF</p><p></p><p></p><p></p><p>My fixes would be:</p><p></p><ul> <li data-xf-list-type="ul">Chain shirt goes to light</li> <li data-xf-list-type="ul">the heaviest Medium armor available starts at max Dex 1 and goes up 1 Dex from there back to the top, so Hide would allow Dex 4.</li> <li data-xf-list-type="ul">Heavy works the same but starting at 0 for the heaviest</li> <li data-xf-list-type="ul">For all medium and heavy metal armors - simply remove the descriptor and just refer to them by their stats. Let the player assign the type they think is coolest to the armor (within reason) so if a player really likes the idea of chain mail but wants the stats of a breastplate, let them call it what they want.</li> </ul><p></p><p></p><p></p><p>I don't see the need for 6 different saves, and it looks like it would be mathematically problematic at high level where targeting a weak save would be too easy. I'd combine INT and DEX into Reflex, WIS and CHA into Will, and STR and CON into Fortitude.</p><p></p><p></p><p></p><p>Because of D&D's overall popularity/prevalence, I think there is a feeling among some people that it ought to work for everyone - it's like a "default" system that anyone should be able to compromise on. I do think it's a widely adaptable system, but you have to be willing to adapt it.</p><p></p><p>I'd say this is also something of a shift in attitude from the mid-1990s when 2E was mid-life. Back then, D&D was the "Default" but around where I was going to college things like WoD, Earthdawn, and Shadowrun were gaining popularity. D&D suffered from a lot of elitism from people playing other systems that seemed to feel (sometimes outright said) it was a "beginner" system and not for "serious roleplayers" (which seemed to be a code word for LARPers and.. well, that's another story. Balance complaints, however, were unheard of.</p></blockquote><p></p>
[QUOTE="Diamondeye, post: 6661714, member: 60019"] By mandatory, I meant they should have been a basic part of the character build process just like 3.X/PF My fixes would be: [LIST] [*]Chain shirt goes to light [*]the heaviest Medium armor available starts at max Dex 1 and goes up 1 Dex from there back to the top, so Hide would allow Dex 4. [*]Heavy works the same but starting at 0 for the heaviest [*]For all medium and heavy metal armors - simply remove the descriptor and just refer to them by their stats. Let the player assign the type they think is coolest to the armor (within reason) so if a player really likes the idea of chain mail but wants the stats of a breastplate, let them call it what they want. [/LIST] I don't see the need for 6 different saves, and it looks like it would be mathematically problematic at high level where targeting a weak save would be too easy. I'd combine INT and DEX into Reflex, WIS and CHA into Will, and STR and CON into Fortitude. Because of D&D's overall popularity/prevalence, I think there is a feeling among some people that it ought to work for everyone - it's like a "default" system that anyone should be able to compromise on. I do think it's a widely adaptable system, but you have to be willing to adapt it. I'd say this is also something of a shift in attitude from the mid-1990s when 2E was mid-life. Back then, D&D was the "Default" but around where I was going to college things like WoD, Earthdawn, and Shadowrun were gaining popularity. D&D suffered from a lot of elitism from people playing other systems that seemed to feel (sometimes outright said) it was a "beginner" system and not for "serious roleplayers" (which seemed to be a code word for LARPers and.. well, that's another story. Balance complaints, however, were unheard of. [/QUOTE]
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