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5e: Cleric Character Sheet

Started by GnomeWorks, June 23, 2014, 09:51:59 PM

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Warthur

FWIW, I'm happy with Dex modifier not affecting AC in heavy armour. The way I see it, if you are wearing medium or lighter armour, then your AC is going to be derived partly from avoidance of blows, partly from the armour absorbing glancing blows, whereas in truly heavy armour avoidance is less significant than the fact that your enemy's weapons can't actually pierce your armour unless they hit you with a hard, properly aligned blow at the right place.
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jibbajibba

Quote from: Marleycat;761168How about be a Rogue and strike him precisely or be a monk and flat ignore armour because.....well you're awesome and a Monk? Dnd isn't a good physics engine or for simulation. Other games do one or the other better sometimes both.

Rogue striking precisely is the knife crit type I already mentioned and a monk being awesome is out of luck if we wants to punch his fist through plate steel he better have a mystical power otherwise time to learn that kusarigama kata.

the d20 model can be a perfectly accurate combat physics engine if you modify it to so be. The effect of doing this is marginal to D&D game play as everyone has pointed out so often combat isn't that critical to D&D anyway. :)
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jibbajibba

Quote from: Warthur;761241FWIW, I'm happy with Dex modifier not affecting AC in heavy armour. The way I see it, if you are wearing medium or lighter armour, then your AC is going to be derived partly from avoidance of blows, partly from the armour absorbing glancing blows, whereas in truly heavy armour avoidance is less significant than the fact that your enemy's weapons can't actually pierce your armour unless they hit you with a hard, properly aligned blow at the right place.

My heartbreaker has armour style masteries to go with weapon styles. Anyone can wear heavy armour but unskilled you get many minuses. As you progress in skill you eliminate these and get some bonuses like being able to trap weapons and do lethal damage though weaponless etc .
I though this was the best compromise between armour really impedes you and armour has no effect on action.
I still haven't gotten a simple armour/exhaustion mechanism sorted yet though
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estar

Quote from: robiswrong;761134This is true.

But someone moving less weight will be able to move/react more quickly than someone moving more weight.  Because physics.

Force = mass * acceleration

Acceleration = Force / mass


So yes for the same amount of force dropping the mass would result in a higher acceleration.

However it also shows that if the character is a stronger fighter i.e. one that can generate more force. Then you can increase the mass you can move at the same acceleration.

If a character has the strength, properly fitted armor doesn't not reduce or cap dexterity. The present rule is a 3e relic meant to add game balance to the wearing of heavy armor. It has no basis in reality even for an abstract system like D&D.

Despite the romance of characters like Indigo Montoya, Oberyn Martell, etc the high strength, high dexterity, plate armored warrior is the king of the battlefield.

I do stress that there are consequences of wearing heavy armor; it more fatiguing over the long term, and uncomfortable. Especially for armor like chainmail or scale where a lot of the weight was hanging off the shoulders.

If you wanted a D&Dish way of representing this then the way to do this is to have character wearing heavy armor for extended period of times make saving throw. Failing this roll would require the character to take a long duration rest or be fatiqued (a penalty or unable to fight).

estar

Quote from: robiswrong;761134Either some threats completely become non-threats, or alternately armor will be utterly useless against larger things.

In GURPS campaign heavily armored opponents were called tin-cans. It is hard to get enough armor to shrug off most damage without seriously encumbering the character. There isn't a manual dexterity penalty for high encumbrance but there is a penalty for agility related actions. Notably it takes a LOT longer to get off the ground.

One tactics successfully used against a lone tin can is to slam or knock him down to the ground. Either pin him down or just beat on him until he finally passes out You are hitting him more often because of the penalties for his defense. He has penalties for attack so he not hitting you. So the little damage you do starts to add up.

A better presentation of armor in D&D could be that characters wearing heavy armor take longer to get up off the ground. Add a slam option that allows a chance for knocking your opponent prone. That while prone the character suffers disadvantage for their attacks and their opponents have advantage.

Just Another Snake Cult

Holy fuck that character sheet is crowded with giant blocks of text. It's like a Russian novel.

I gotta admit that's kinda disappointing, I was hoping they would keep it simple.
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Skywalker

Quote from: Just Another Snake Cult;761877Holy fuck that character sheet is crowded with giant blocks of text. It's like a Russian novel.

I gotta admit that's kinda disappointing, I was hoping they would keep it simple.

The cleric has 15 spells by level 5.

Endless Flight

I know they are holding the new player's hand, but will we see an official one page character sheet?

Marleycat

#83
Quote from: Endless Flight;761884I know they are holding the new player's hand, but will we see an official one page character sheet?

Probably not until they preview the PHB. What RPGs do you actually play or run EF? Just curious. You said Dnd isn't your goto game but you've been asking stuff in good faith.
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Larsdangly

I was assuming the starter set character sheets basically repeat all the rules relevant to the character for easy reference; not the sort of thing you find in a normal character sheet.

Marleycat

#85
Quote from: Skywalker;761879The cleric has 15 spells by level 5.

And channelling divinity and turning. They are scary. I may actually be able to play my drow sword dancer in an advanced game.:)

Now of course they have options but ONLY 9 spell slots for those 15 spells..just sayin'.
Don\'t mess with cats we kill wizards in one blow.;)

Sacrosanct

Quote from: Skywalker;761879The cleric has 15 spells by level 5.

Huh?  He has 9, by my view.  4/3/2

Quote from: Larsdangly;761886I was assuming the starter set character sheets basically repeat all the rules relevant to the character for easy reference; not the sort of thing you find in a normal character sheet.

That's my view as well.

And for those that want a simpler sheet, I present you the one I posted earlier

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Skywalker

Quote from: Sacrosanct;761890Huh?  He has 9, by my view.  4/3/2

Prepared, not slots.

Sacrosanct

Quote from: Skywalker;761891Prepared, not slots.

I don't really care that much about prepared.  It's the actual casting that has the impact.  IMO anyway.  I.e., you could have 100 spells prepared, but if you can only cast 2 per day....well...there you go.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Marleycat

#89
Quote from: Sacrosanct;761896I don't really care that much about prepared.  It's the actual casting that has the impact.  IMO anyway.  I.e., you could have 100 spells prepared, but if you can only cast 2 per day....well...there you go.

A 5th level cleric has 15 prepared spells by array it could be higher if you roll an 18 and go with a race with +1 WIS. You could have  16 prepared spells for 9 slots. Plus 4 cantrips. And 2 multilevel class abilities without counting their melee abilities. They could be ridiculous combat wise if your God is Grummusch or something with the war domain.

Either way that healbot can fight well if needed.
Don\'t mess with cats we kill wizards in one blow.;)