#Modpack: Otherworld Suggestion: Class restricti...

1 messages · Page 1 of 1 (latest)

reef flaxBOT
rustic moss
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"All "restrictions" should be negatives instead of just not able to use it... Like D&D." -iggnis (ty)

faint gull
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An armor & armor toughness reduction for non-heavy armor users, such as Fighter, Paladin, Cleric, Barbarian and any other melee class that is able to use heavy armor without taking a penalty from it. Then the reduction will differ.

Though there are also classes like Monk & Barbarian, who typically run no armor and instead have feats/perks like Unarmored Defense or something, where their armor scales with their stats.

rustic moss
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^^^

faint gull
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And staves should be unavailable to melee classes.

rustic moss
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^

faint gull
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Isn't that why they have cantrips?
Though locking out everything but up & until just basic iron swords for them, could likely be possible and getting a forge isn't hard, since crying obsidian is obtainable in the overworld. And even without swords, they'd still have access to axes due to them being a woodcutting tool. They do have weapons early on.

dawn pilot
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To be fair, most anyone can use any weapon in DnD 5e, it's just a matter of adding a proficiency bonus or not to weapons, so weapons shouldn't be locked out in anyway, just some classes should be able to use them better (give martial classes extra damage with weapons by default)

Armor is where issues could come from, since not being proficient in the armor type imposes disadvantage on strength/dexterity checks, and not being able to cast spells if you're wearing armor you aren't proficient with as well.

Instead of removing access to armor above a certain tier (iron/diamond/etc), just make those classes have weakness/slowness instead when equipped.. as for stopping them from casting spells, if there's a silence debuff or something that stops them from casting spells, that should also be imposed on those classes.

faint gull
# dawn pilot To be fair, most anyone can use any weapon in DnD 5e, it's just a matter of addi...

You see, that is the issue between the difference of MC n' D&D.

Armor functions like straight Damage Reduction in this modpack and there is armor, that gives the same amount of armor for casters as there is for melee. Slowness/Weakness won't have an effect for casters, because they can just constantly renew buffing spells that will trivialize the debuff, while martial that don't have access to that, would just straight up get fucked over by it. There isn't any silence debuffs.

Restriction on weapons, rather than granting a slight buff, also grants a bigger impact on choice of class. You can't really feel that as much currently due to said martial classes getting a very minor static bonus, proficiency having a much bigger impact in D&D, than it would have here. Feats essentially being just about useless rn, very tiny bonuses that just don't matter, such as Tough being a static boost of +4 health, instead of the scaling boost it is in D&D. Proficiency being showcased with extra damage, would mean that extra damage has to be scaleable. Its similar to how MMORPGs work with their classes, they scale with stats & levels.

Typically, unless with specific spells or setups, casters don't really have high AC or use heavy armor. Whereas here in this modpack, casters can just use the same armor as martial and get the same bonuses. afaik, I don't remember if it was 5e or 3.5e that did it, but heavy armor also meant spell failure chance, which again, can't really be shown in here. That is why a % reduction of armor, ends up being more useful without fully restricting the classes on what armor they can wear, while classes that can use heavy armor , could get a % bonus to their armor.