Post by andrew on Nov 22, 2016 16:37:47 GMT -5
As a huge RPG fan, but granting I've never really played D&D before now, looking at the armor and weapon charts for D&D5e seems kind of scant in my opinion. Going with the rule that DM is God (no worries at all if this is a "no go" because DM word is law) I would like to see a type of customization ability or eligibility in our game and hopefully future games to the effect of providing melee based (and any weapon user really) characters incentive to not only "buy" better stuff in shops, but to find and loot better items that actually challenge you to make the decision of "Should I keep using what I have or should I use this because of the stats it has?". As well as aesthetic appeal in a roleplaying world where (as in this game) the more you become the character, the more fun you and others will likely have, it provides a system that equalizes with our leveling progression. An example of this would be (using skyrim as a base) Iron sucks, Steel is better, Master-worked steel is better still, (and those are the basics out of the way) which brings us to the first real weapons and armor "choices". I don't mean Heavy vs. Light, I mean Dwarven vs Elven, Orcish vs Glass, Demonic vs Angelic, etc. Different pieces of different races and regions have different stats which capitalize on the uses and skills of the characters themselves, concluding in players not only making an aesthetically pleasing decision as far as their char's go (and thus bringing them closer into their game and character roleplaying-wise), but also being able to further capitalize on skills and attributes their character, class, race, play-style and alignment provide. This, in my opinion, adds another unique layer of strategy and real-world critical thinking on top of our "suspension of disbelief" to this RPG. I also believe this is a realistic representation of how a world like the one we play in would work and develop, much like our world; different groups of people making all sorts of the same things with invariably different twists on them.
In any case, an example I have found to be workable (again, in my limited knowledge of the game) seems like it would be a great addition at further levels currently, and hopefully in games to come. In closing, DM is God, and with my n00b understanding, it could be entirely right to not engage something like this, but I would politely argue it adds so many layers for me, personally. Thanks for reading!
the link below is the (in my limited D&D opinion) example I spoke of above. the entire article is interesting (it's written by someone who has been playing/DMing forever) and I believe the last part of the article, after admitting the flaws in different ways to achieve customization without breaking the game, has addressed and created a great and fair way to go about it.
lootthebody.wordpress.com/2015/12/04/how-to-make-masterwork-items-in-5th-edition-dd/
In any case, an example I have found to be workable (again, in my limited knowledge of the game) seems like it would be a great addition at further levels currently, and hopefully in games to come. In closing, DM is God, and with my n00b understanding, it could be entirely right to not engage something like this, but I would politely argue it adds so many layers for me, personally. Thanks for reading!
the link below is the (in my limited D&D opinion) example I spoke of above. the entire article is interesting (it's written by someone who has been playing/DMing forever) and I believe the last part of the article, after admitting the flaws in different ways to achieve customization without breaking the game, has addressed and created a great and fair way to go about it.
lootthebody.wordpress.com/2015/12/04/how-to-make-masterwork-items-in-5th-edition-dd/