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The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

Gort posted:


Very true. However, 5e isn't an upgrade to 4e, it's more of a worse alternative to 4e. If you want it to seem good, you need to forget 4e existed and pretend that D&D skipped an edition entirely.

Grogs are way ahead of you there.

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opulent fountain
Aug 13, 2007

Gort posted:

How does being able to move and make multiple attacks at any point in that move neuter the fighter's ability to engage in melee? Surely it enhances it compared to 3e, where if you moved you got one paltry attack instead of your full number.

Because a lot of creatures get multiattack and can do the same thing back, I guess.

goldjas
Feb 22, 2009

I HATE ALL FORMS OF FUN AND ENTERTAINMENT. I HATE BEAUTY. I AM GOLDJAS.

dichloroisocyanuric posted:

Because a lot of creatures get multiattack and can do the same thing back, I guess.

From a lot of the monsters we've seen, multi-attacking is all a large majority of them even do.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Because enemies can just run away all willy nilly. In fact, enemies can conga line up and away from you, all hitting you with ease. Or they can conga line any of your buddies!

Fighters have literally never been less sticky. You move to engage them, they just shrug and leave and stab someone else.

mastershakeman
Oct 28, 2008

by vyelkin

ProfessorCirno posted:

Because enemies can just run away all willy nilly. In fact, enemies can conga line up and away from you, all hitting you with ease. Or they can conga line any of your buddies!

Fighters have literally never been less sticky. You move to engage them, they just shrug and leave and stab someone else.

So you take your opportunity attack (can houserule you get one per enemy) on them as they leave if they outnumber you, otherwise move with them?

Slippery42
Nov 10, 2011

ProfessorCirno posted:

Because enemies can just run away all willy nilly. In fact, enemies can conga line up and away from you, all hitting you with ease. Or they can conga line any of your buddies!

Fighters have literally never been less sticky. You move to engage them, they just shrug and leave and stab someone else.

The sentinel feat mitigates this somewhat. Hitting an enemy with an opportunity attack stops them. Combine with a polearm (and maybe polearm master to stop anyone entering your reach as well as leaving it), and you can control an area 25 feet wide against one enemy per round.

Another fun thing to do for a number of classes who want to be sticky is to look closely into grappling. A lot of creatures have high strength mods to contest against, yes, but there's a catch. Entering a grapple also allows you to add your athletics proficiency to the contest. Multiclass rogue or bard for a few levels to get expertise to double the athletics bonus, and it ends up scaling surprisingly well into late game.

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

All that planning and now the fighter can lock down one enemy per turn, and keep them in place if they are nor larger than two size categories over the fighter.


Not nearly as sticky as any good defender should be. Infact just as sticky as any other class that could take sentinel and has reach.

Can you be a blade pact Warlock and take sentinel?

ascendance
Feb 19, 2013

NGDBSS posted:

Forgive me if I'm wrong since I've never actually seen the rules for editions earlier than 3.x, but didn't 2E have something like this? Or am I just grasping at threads based on secondhand knowledge? (I know that not being able to move and full-attack at once is distinctly a 3.x-ism, at least.)
I always thought it was assumed that in previous editions, even when you have extra attacks, you could move and attack, or attack then move. While people might have ruled it this way for their home games, I'm pretty sure this is the first game I've seen where you could split your movement in between all your attacks.

djw175
Apr 23, 2012

by zen death robot

ascendance posted:

I always thought it was assumed that in previous editions, even when you have extra attacks, you could move and attack, or attack then move. While people might have ruled it this way for their home games, I'm pretty sure this is the first game I've seen where you could split your movement in between all your attacks.

3.5 has some feats that let you do that, I know.

ascendance
Feb 19, 2013

ProfessorCirno posted:

"Completely neuters a fighter's ability to engage in melee" may be new, but it's far from positive.
What? As a fighter I can run up to a guy, hit him with attack, kill him, and move on to the next guy. How does letting the fighter move in between all of his extra attacks neuter his ability to engage in melee?

ascendance
Feb 19, 2013

djw175 posted:

3.5 has some feats that let you do that, I know.
Yeah, except that you always had to take a full attack action to get extra attacks, so you could never move and take multiple attacks. I think there might have been some specialised monster feats that let you get away with extra attacks on the move.

ascendance
Feb 19, 2013

ProfessorCirno posted:

Because enemies can just run away all willy nilly. In fact, enemies can conga line up and away from you, all hitting you with ease. Or they can conga line any of your buddies!

Fighters have literally never been less sticky. You move to engage them, they just shrug and leave and stab someone else.
Sucks to be a wizard, doesn't it?

EscortMission
Mar 4, 2009

Come with me
if you want to live.

ascendance posted:

What? As a fighter I can run up to a guy, hit him with attack, kill him, and move on to the next guy. How does letting the fighter move in between all of his extra attacks neuter his ability to engage in melee?

The fighter's job in the traditional party is supposedly to "protect the weaker party members." For this role to have teeth, you need a way to stop opponents, even if its just "they can take 2e/3.5 style attacks of opportunity." Engaging in melee means that you're somehow shutting down a threat to the other party members.

Unfortunately, without two universal feats that may as well just be on the cleric to save time and character slots, everyone else in the game world is now able to wave dash past the fighter, attack any target they like, then wave dash back to safety, so the question is now "why is the fighter here again?"

Nihilarian
Oct 2, 2013


ascendance posted:

Yeah, except that you always had to take a full attack action to get extra attacks, so you could never move and take multiple attacks. I think there might have been some specialised monster feats that let you get away with extra attacks on the move.
Spring Attack, Bounding Assault and Rapid Blitz got you up to 3 attacks on the move. No one took them, though. Except maybe swiftblades, who I think got them for free.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Nihilarian posted:

Spring Attack, Bounding Assault and Rapid Blitz got you up to 3 attacks on the move. No one took them, though. Except maybe swiftblades, who I think got them for free.

Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, AND BAB 18+! :eng101:

Or you could just get Pounce somehow. Y'know if you wanted to.

Sage Genesis
Aug 14, 2014
OG Murderhobo

ascendance posted:

What? As a fighter I can run up to a guy, hit him with attack, kill him, and move on to the next guy. How does letting the fighter move in between all of his extra attacks neuter his ability to engage in melee?

It's not the Fighter's ability to move that neuters them, it's everybody else's ability to do so that neuters them.

Well, "neuters" might be too strong a word, but with only one reaction per round it definitely does mean that hit-and-run tactics are frightfully effective. It also means that blocking off a corridor just by yourself is unlikely, unless it's very narrow. This reduces their traditional role as front-line warrior.

mastershakeman
Oct 28, 2008

by vyelkin

EscortMission posted:

The fighter's job in the traditional party is supposedly to "protect the weaker party members." For this role to have teeth, you need a way to stop opponents, even if its just "they can take 2e/3.5 style attacks of opportunity." Engaging in melee means that you're somehow shutting down a threat to the other party members.

Unfortunately, without two universal feats that may as well just be on the cleric to save time and character slots, everyone else in the game world is now able to wave dash past the fighter, attack any target they like, then wave dash back to safety, so the question is now "why is the fighter here again?"

Why wouldn't the fighter just physically body block them, because it isn't like one guy gets to move first and only then the fighter gets to move

EscortMission
Mar 4, 2009

Come with me
if you want to live.

mastershakeman posted:

Why wouldn't the fighter just physically body block them, because it isn't like one guy gets to move first and only then the fighter gets to move

This works fine in a 5 foot corridor, but even giving an opponent 5 more feet to maneuver in lets them conga their way in and conga their way back out with impunity.

ascendance
Feb 19, 2013

EscortMission posted:

Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, AND BAB 18+! :eng101:

Or you could just get Pounce somehow. Y'know if you wanted to.
Did anyone ever go down the Spring Attack tree? Most fighters I knew ended up being trip machines.

Grimpond
Dec 24, 2013

ascendance posted:

What? As a fighter I can run up to a guy, hit him with attack, kill him, and move on to the next guy. How does letting the fighter move in between all of his extra attacks neuter his ability to engage in melee?

As level increses, the ability for a fighter to even hope to one-hit kill goes down pretty quickly. Without an ability to force enemies to specifically target a fighter or forcefully end their movement like in 4e, a Fighter can quickly end up in situations where their ability to remain tanky relies on the DM willingly having every enemy target the fighter regardless of how "smart" that tactic might actually be

Yakse
May 19, 2006
If I may take off my actor pants for a moment and pull my Analrapist stocking over my head.....

Gort posted:

Well, that's less lethal than 4e's dying rules where everyone automatically criticals you when they attack you in melee while downed.

The "no difference between a blow doing 99% of your health or 1%" thing is really odd though. Doubt it'll come up much if I was to run 5e again, though, I tend to ignore downed PCs in favour of the TPK. (at which point they wake up captured)

In 5E you automatically crit on an unconscious/paralyzed person if you are within 5 feet of them, and a crit against an unconscious person gives them 2 failed saves to their death pool.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
The point is there is no front line anymore. Hit and run isn't just better, it's the given norm.

Monsters can just completely ignore your fighter.

mastershakeman posted:

Why wouldn't the fighter just physically body block them, because it isn't like one guy gets to move first and only then the fighter gets to move

Unless the fighter literally takes up the entire space between the baddies and his friends, they can just run past him and ignore him completely. Alternately, each one runs up, hits him, and then retreats, making the Conga Line Attack.

One of the great things about 5e is that BOUNDED ACCURACY also overwhelmingly punishes fighters! Because while wizards gain more and more ways to completely ignore fights or laugh at the saves that don't scale or just bypass attacks, fighters literally always have to worry about every enemy and never reach a point where they tower over the puny orcs and/or kobolds.

5e amazes me in how it's so perfectly set up to scream "gently caress YOU gently caress YOU gently caress YOU" at martial characters!

ascendance
Feb 19, 2013

Grimpond posted:

As level increses, the ability for a fighter to even hope to one-hit kill goes down pretty quickly. Without an ability to force enemies to specifically target a fighter or forcefully end their movement like in 4e, a Fighter can quickly end up in situations where their ability to remain tanky relies on the DM willingly having every enemy target the fighter regardless of how "smart" that tactic might actually be
The reality is (and you can totally argue the game sucks now because of it) is that tanking just doesn't exist anymore. Fighters, Paladins, and Rogues are just different flavors of DPS machine, with different abilities related to how survivable they are, and what kind of support they can provide to the rest of the party. I've seen the spreadsheets, and it's pretty clear Fighters, Paladins, Rogues, and Barbarians will do similar amounts of damage over time. Incidentally, I think Paladins have a huge edge in burst damage due to their smite abilities. This is an intentional change to appeal to pre-4e grogs who think that "tanking" is something straight out of MMOs (which it is... due to to primitive AI implementation).

But it does interesting things to caster balance. Because now, full casters have to spend a bunch of resources protecting themselves, including pick the melee build for your class.

So, if you're dungeon crawling, you basically want two to three melee characters to hold the front line. If you have a fighter and a rogue, a melee rogue will always end up sticking to the fighter like glue.

In a wilderness setting, it becomes even more important for characters to use ranged attacks to soften up the enemy before the melee clash of arms.

EDIT: I also think it's a deliberate design choice to make saves really, really terrible. Given that casters get fewer slots, I guess the idea is to make each slot have greater impact on the battlefield. Unfortunately, this doesn't account for the fact that monsters get to blow all their spells in one fight, and don't have to conserve them. The sensible solution to the issue would have been to make PCs have better saves than monsters, which they might eventually end up having when magic items are accounted for.

ascendance fucked around with this message at 03:10 on Sep 21, 2014

Bassetking
Feb 20, 2008

And it is, it is a glorious thing, to be a Basset King!

EscortMission posted:

Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, AND BAB 18+! :eng101:

Or you could just get Pounce somehow. Y'know if you wanted to.

First level dip into Spirit Lion Totem Barbarian from Complete Champion. You lose Barbarian Rages, and Trapfinding, and get Pounce as an SU, instead.

Tendales
Mar 9, 2012

ascendance posted:

This is an intentional change to appeal to pre-4e grogs who think that "tanking" is something straight out of MMOs (which it is... due to to primitive AI implementation).


True fact: The first time I ever saw the term 'tank' to mean 'Character who absorbs all the damage' was in the AD&D 2e Complete Fighter's Handbook, (c) 1989 (ironically, in the description of the Swashbuckler kit.)

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Bassetking posted:

First level dip into Spirit Lion Totem Barbarian from Complete Champion. You lose Barbarian Rages, and Trapfinding, and get Pounce as an SU, instead.

That doesn't have the right evocative tummyfeel I'm afraid. The door is that way, thank you for your help.

Of course if Complete Champion is legal you could be considering Anime Weeaboo Fightan classes, so maybe you don't need those three attacks after all :getin:

NachtSieger
Apr 10, 2013


Bassetking posted:

First level dip into Spirit Lion Totem Barbarian from Complete Champion. You lose Barbarian Rages, and Trapfinding, and get Pounce as an SU, instead.

Nah dude, Spirit Lion Totem doesn't give up Rage, it gets rid of irrelevant poo poo and fast movement.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
4E "tanking" isn't even MMO tanking. Its forcing a decision of "hit me or suffer." How do so many grogs miss the point of 4E's mechanics.

gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

The Bee posted:

4E "tanking" isn't even MMO tanking. Its forcing a decision of "hit me or suffer." How do so many grogs miss the point of 4E's mechanics.

By not reading them, duh. Same reason they hate 4e's healing surges: they never read the rules so they think that surges work the exact opposite of how they actually work.

djw175
Apr 23, 2012

by zen death robot

gtrmp posted:

By not reading them, duh. Same reason they hate 4e's healing surges: they never read the rules so they think that surges work the exact opposite of how they actually work.

How do they think they work?

S.J.
May 19, 2008

Just who the hell do you think we are?

The Bee posted:

4E "tanking" isn't even MMO tanking. Its forcing a decision of "hit me or suffer." How do so many grogs miss the point of 4E's mechanics.

They don't understand what 4e or MMO tanking is, in my experience. I've had people literally tell me that their paladin is exactly the same as an MMO tank because they can do lots of damage if the monster doesn't attack them.

NachtSieger
Apr 10, 2013


djw175 posted:

How do they think they work?

Some detractors of 4e think healing surges completely replace clerics/wands of CLW and in fact keep you figuratively immortal during fights (enough to reduce all tension) as a tool to coddle the entitled selfish non-roleplaying WoW gamer babby crowd.

Arivia
Mar 17, 2011

The Bee posted:

4E "tanking" isn't even MMO tanking. Its forcing a decision of "hit me or suffer." How do so many grogs miss the point of 4E's mechanics.

Look I play WoW and I like 4e, therefore it is for WoW MMO babbies like me.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

djw175 posted:

How do they think they work?

The implication is that they think Healing Surges are a mechanic to increase HP recovery available to characters.
Healing Surges are in fact a mechanic to restrict HP recovery available to characters.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
If anything its even more limited, considering without healing powers, items, or dwarfiness you can't Healing Surge unless you spend a huge important action that wastes most of your turn. And you only get one of those per encounter.

But no Healing Surges are infinite wells of free HP that turn the Fighter into Superman instead of Clive the Janitor.

gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

djw175 posted:

How do they think they work?

Like 90% of the people who complain the loudest about healing surges seem to somehow be under the impression that you can spend them at-will (not just via Second Wind/powers/items/resting/etc, but whenever you like) in addition to any healing you might get from spells/potions/etc. To be fair, the rest of the complainers are people who've actually played the game or at least read the rules and would rather not have the rules implicitly encouraging the party to rest after every fight, which is a complaint that's definitely true of 4e (and of every other edition, albeit by varying degrees).

Okay, and there are also the incomprehensible verisimilitude-obsessed grognards who are fine with hit points and so on as-is but who draw the line at healing surges, but those guys don't count.

Elector_Nerdlingen
Sep 27, 2004



ascendance posted:

This is an intentional change to appeal to pre-4e grogs who think that "tanking" is something straight out of MMOs (which it is... due to to primitive AI implementation).

My 76 year old dad instantly grasped the concept of MMO tanking just from hearing "that guy's the tank". Turns out that when he played hex-and-counter wargames in the '60s and '70s, pretty much any hard-to-kill dangerous unit often got referred to as "a tank", and the act of using something like that to defend other units (or to threaten units who attacked your other units) was sometimes called, get this, tanking.

See also "turtle", "<unit> rush>" and "scrub".

Vorpal Cat
Mar 19, 2009

Oh god what did I just post?
Ironically its grog favorite, 3.5 edition that makes clerics obsolete as healers. Heals take a full action, and don't heal for more then an equivalent level character can damage. I mean for ever level of heal x wounds there's an equivalent cause x wounds spell that literally does the sames damage as the other heals. So people found out mathematically your almost always better off disabling or trying to kill a monster to help keep people alive then to ever waste a turn on a healing spell. And outside of combat health potions are so cheap and easily available that above like level 3 you essentially can carry more then you would ever reasonably need for any given adventure.

Not that 3ed edition cleric wasn't one of the most powerful classes in a game full of brokenly powerful classes, it just wasn't due to their healing. Using a healing spell as a cleric was a bit like using a spell that dealt HP damage as a wizard.

Tendales
Mar 9, 2012
I'm actually kind of curious now what the earliest documented use of 'tanking' we can find is.

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RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

Tendales posted:

I'm actually kind of curious now what the earliest documented use of 'tanking' we can find is.

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