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crime fighting hog
Jun 29, 2006

I only pray, Heaven knows when to lift you out

Jack the Lad posted:

e: This is going to take a long time to type up into a spreadsheet.

You're doing God's work. I'm actually legit excited to see the Monster Manual's art.

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MonsterEnvy
Feb 4, 2012

Shocked I tell you
Actually Dragons are better. PCs are called out as not getting Legendary traits and Dragons can pick spells equal to their charisma mod and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down).

So an Adult Red would have access to 5 level 5 spells if it wanted While an ancient Red could use 6 level 8 spells. (Compared to the Wizards one.)

S.J.
May 19, 2008

Just who the hell do you think we are?

crime fighting hog posted:

You're doing God's work. I'm actually legit excited to see the Monster Manual's art.

The art is fantastic, but the actual monster entries are, for the most part, extremely boring. Lair actions and legendary actions are really good ideas though.

SystemLogoff
Feb 19, 2011

End Session?

SageNytell posted:

This quote is a couple of days old, but I'm just catching up to the thread and I think this is still relevant. To those who are unexperienced with 4E, here's a 46 session 4E campaign recorded by the nice folks at Role Playing Public Radio, DMed by friendly local goon Clockwork Joe. It's called The New World, and just listening to the first few sessions caused me circa 2010 to completely come 180 degrees from my prior uninformed hatred of 4E to understanding how RPGs could be so much more than just a simple hack and slash. The campaign runs all the way from heroic to epic tier and the actions of the players define the fate of their colony, their continent, and eventually their world.

I'm much more tuned into news and actual gameplay for 5E than I was in 2008 with 4E, and what I've seen concerns me in a different way then my prior defensive resistance to change. Honestly, I'm really ready for another company to find some way to succeed D&D as the gateway into RPGs - it can be used for a lot of things in a lot of ways, but the limitations that are ingrained into so much of the player base (and the writers! :() is absolutely choking any possibility of innovation.

Oh wow, I'm going to give this a listen. Thanks for pointing it out.

crime fighting hog
Jun 29, 2006

I only pray, Heaven knows when to lift you out

MonsterEnvy posted:

Actually Dragons are better. PCs are called out as not getting Legendary traits and Dragons can pick spells equal to their charisma mod and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down).

So an Adult Red would have access to 5 level 5 spells if it wanted While an ancient Red could use 6 level 8 spells. (Compared to the Wizards one.)

So what would a red dragon want to shapeshift into?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

crime fighting hog posted:

So what would a red dragon want to shapeshift into?

Why bother just grab antimagic field and crush anything.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

crime fighting hog posted:

So what would a red dragon want to shapeshift into?
Another dragon. You have to slay all seven of its forms.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

ImpactVector posted:

Another dragon. You have to slay all seven of its forms.

Finally, a D&D edition that can support a Gunstar Heroes campaign!

branar
Jun 28, 2008

MonsterEnvy posted:

Why bother just grab antimagic field and crush anything.

Hey, here's a mechanic where a fighter is legitimately useful. You hit the antimagic fielded dragon eight times or whatever using action surge, provoking many concentration checks and hopefully ending the antimagic field!

Unfortunately next turn, the dragon, annoyed by the fighter, casts Forcecage. It lasts for an hour, no concentration check required, does not offer a saving throw, cannot be removed by dispel magic or greater dispel magic, and the fighter cannot leave by non-magical means, i.e. anything he can do personally. The dragon uses the cage option rather than the solid-barrier option if it's a melee fighter, so he can still hit the fighter with his breath weapon, of course.

(Like with the monster mechanics, I don't really understand why Forcecage works the way it does. The total and complete lack of 'outs' is just lame.)

Gort
Aug 18, 2003

Good day what ho cup of tea
...doesn't being in an anti-magic field prevent spellcasting? I must admit I never bothered to work out how that spell worked in either 2e or 3e.

Dr. Doji Suave
Dec 31, 2004

Gort posted:

...doesn't being in an anti-magic field prevent spellcasting? I must admit I never bothered to work out how that spell worked in either 2e or 3e.

If the fighter can deal the damage and the dragon can't pass the save the field would end before the dragon's next turn where he would just shrug and start casting.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Missed this post before.

moths posted:

Was there a good reason to gut the Fighter's tanking toolbox?

I mean, does it make anyone happy other than some people who don't play Fighters?

Fighters suffer overwhelmingly from "realism."

Fighters grow and die with each edition. They were far weaker compared to paladins/rangers in AD&D for most of the time, way stronger in 2e, weaker then almost EVERYONE in 3e, one of the best supported classes in 4e, and now in 5e they fall behind somewhat drastically. But those weak spots, at least in 3e and 5e, are rarely done intentionally. I don't actually think someone's sitting there and cackling about how those Fighters are all gonna eat poo poo.

But what does happen is that lots of "incidental" rule changes all come together to murder Fighters.

Take the monsters. It's easy to follow the thought process. Fighters happen when dudes hit each other right? And this monster has to be tough, so it'll do something nasty to the guy that hits it. Fair enough. But who is that punishing?

This is a very common thread whenever "realism" or "simplicity" are invoked. We want fast, easy, uncomplicated combat, so OAs are just once/turn. Except that incidentally kills the fighter ability to defend. We want bounded math to ensure all enemies are always dangerous. Except that incidentally ruins the fighter ability to actually hold the line in combat (or frankly even contribute at higher levels, when large numbers of "weak" enemies can easily swarm the fighter who has no AoE whatsoever). Even when you look at small and incidental stuff; at ENWorld a group of people were angry that there was no penalty for sleeping in heavy armor, because it wasn't realistic. Ok, the logic is sound, sleeping in uncomfortable big bulky armor would be hard and you'd wake up sore. Except who wears the heavy armor? It's cool and "iconic" to have monsters that can only be hurt in certain ways with certain weapons. Except who's using weapons to do HP damage? Having normal men grapple huge baddies or trip centipedes and oozes doesn't make sense. Except who would be actually doing all those maneuvers? This is a gritty medieval game, you need to have feats of strength and athleticism bound to realism. Except who's the class actually bound to this "realism?"

Seriously, watch how often "common sense" or "realism" inevitably equates to screwing over the fighter. You'll find it's basically every single time. Of course, for added fun, watch how often the "realism" argument invokes poo poo that isn't actually realistic, such as level 20 demigod fighters being unable to beat literal real life athletes.

5e is the child of 3e in the way that it absolutely ignores how any of the rules work together. I don't think 5e set out ENTIRELY to be gently caress FIGHTERS. I use "entirely" because I think there was absolutely some of that in there as a part of the 4e backlash; 4e was a love letter to fighter fans, and lots of 5e's audience hated 4e and transferred a lot of that hate to fighters. But you put all the rules together, and what you get is "NEVER BE A FIGHTER." The only bright spot is that those same accidental combos lead to "...UNLESS YOU DUAL WIELD HAND CROSSBOWS"

So yeah, I don't think 5e is 100% devoted to hating fighters. I also don't think that number is 0%. But I think most of it comes from utterly ignoring the fighter class even exists when making the rules, and then oops, turns out all the rules basically punish fighters for existing.

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
And all of what Cirno said is why the little sops to 4e (the fuckin' Hit Dice thing for starters) do absolutely nothing for a 4e player. 4e's rules had an internal consistency and logic to them hung on an interlocking framework of mutual interaction (healing surges are a pacing mechanism for adventures, a resource for rituals/spells, a consequence for skill failure, etc etc) whereas 5e rules are included for the sake of there being rules that remind you of X edition or just to be there, so pointless that you can cut away half of them without affecting anything - and that then gets called a feature.

Dr. Doji Suave
Dec 31, 2004

The one OA a round was actually really painful for us since it forced us to do the door dance from AD&D where you need to create a bottleneck to keep the casters alive. Without Sentinel many of the fights would of went in a terrible direction (getting a free attack on anyone attacking an adjacent ally was a huge boon).

I was really hoping OAs were improved on but I guess even that bar was too high in my mind for 5th Edition. :(

NorgLyle
Sep 20, 2002

Do you think I posted to this forum because I value your companionship?

ProfessorCirno posted:

Fighters grow and die with each edition. They were far weaker compared to paladins/rangers in AD&D for most of the time, way stronger in 2e, weaker then almost EVERYONE in 3e, one of the best supported classes in 4e, and now in 5e they fall behind somewhat drastically. But those weak spots, at least in 3e and 5e, are rarely done intentionally. I don't actually think someone's sitting there and cackling about how those Fighters are all gonna eat poo poo.
AD&D is ever so slightly outside of my actual window of understanding gaming. I played a bunch of it and even was a DM (for a bunch of other 5th and 6th graders so it was not the most well run of games) but one thing that always stuck out to me was the exceedingly common house rule giving out the supposedly fighter exclusive Weapon Specialization rules from Unearthed Arcana to rangers and paladins and multiclass fighters of every stripe. It was the first time I really encountered the idea of an option so clearly seen as being the best possible choice that it became an obligation more than an enhancement (though really AD&D magic weapons and armor worked the same way; I just wasn't really able to notice it back then).

Elector_Nerdlingen
Sep 27, 2004



NorgLyle posted:

AD&D is ever so slightly outside of my actual window of understanding gaming. I played a bunch of it and even was a DM (for a bunch of other 5th and 6th graders so it was not the most well run of games) but one thing that always stuck out to me was the exceedingly common house rule giving out the supposedly fighter exclusive Weapon Specialization rules from Unearthed Arcana to rangers and paladins and multiclass fighters of every stripe. It was the first time I really encountered the idea of an option so clearly seen as being the best possible choice that it became an obligation more than an enhancement (though really AD&D magic weapons and armor worked the same way; I just wasn't really able to notice it back then).

That was a really common houserule when I played AD&D (and then 2e) too. It never made sense to me. Paladins and Rangers are both pretty great without specialisation. Rangers especially, given their often-overlooked +1 damage per character level to some of the most common opponents in the game.

Grimpond
Dec 24, 2013

AlphaDog posted:

That was a really common houserule when I played AD&D (and then 2e) too. It never made sense to me. Paladins and Rangers are both pretty great without specialisation. Rangers especially, given their often-overlooked +1 damage per character level to some of the most common opponents in the game.

but Fighters got it and thus threatened the tiny upset in the status quo for these special snowflakes

Elector_Nerdlingen
Sep 27, 2004



I really don't think there was much anti-fighter sentiment in AD&D.

I think most of the specialisation houserules I saw were actually for second ed, where the specialisation rules were worded pretty well but had a weird interaction with the way classes were presented. It says "Weapon specialisation is an optional rule which allows a fighter (only) to choose a single weapon and specialise in its use" and then later "In one way, a weapon specialist is like a wizard specialist. The specialisation requires a single-minded dedication and training. Thus multi-class characters cannot use weapon specialisation; it is available only to single-class fighters".

Here's where the confusion came in.

Wizard is presented as a class. Mage is presented as a subclass, and so is Illusionist as an example of a specialist wizard, and there are rules for other specialist wizards. They all use the same xp and spell table, which is labelled "wizard".

Fighter is presented as a class, so you'd think that "single class fighter" would be clear. But Fighter is next to Paladin and Ranger under the same main heading ("Warrior"), which is different to the way specialist wizards are presented. Warriors (fighter, ranger, paladin) all get their own XP tables and stuff and so are clearly supposed to be whole different classes instead of options on the same base class. Thing is, apparently a lot of people missed the distinction (and tiny section under the "warrior" heading) and thought Fighter was a class which encompassed the Ranger and Paladin subclasses and so weapon specialisation was an option for all three.

It'd be easy to say that these people hated fighters or were being munchkins or whatever, but I saw enough genuine confusion over this that I really think most people just read it wrong. poo poo, I just had to look into the book to make sure I had it right before I posted.

Grimpond
Dec 24, 2013

I've never played AD&D. I was going for a joke, but it's clear now I didn't have a fighting chance

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Even fewer people read, understood and played AD&D by the rules than 3e.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
AD&D is something like feng shui, a complex, seemingly unrelated web of confusing mechanics and optional rules that may as well be houserules. Nothing immediately makes sense in AD&D, and the natural response is to change it so it does make sense. When taken as a whole, however, it can sometimes be coaxed into performing as a harmonious whole. Fighters get weapon specialization because that's their class ability and it makes them the best at fighting. EXP is tracked individually so that the classes with more abilities get them more slowly. Nonweapon proficiencies, well, I didn't say everything was part of the harmonious whole.

Of course, speaking of feng shui, you could also be playing Feng Shui.

Bassetking
Feb 20, 2008

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

EscortMission posted:

AD&D is something like feng shui, a complex, seemingly unrelated web of confusing mechanics and optional rules that may as well be houserules. Nothing immediately makes sense in AD&D, and the natural response is to change it so it does make sense. When taken as a whole, however, it can sometimes be coaxed into performing as a harmonious whole. Fighters get weapon specialization because that's their class ability and it makes them the best at fighting. EXP is tracked individually so that the classes with more abilities get them more slowly. Nonweapon proficiencies, well, I didn't say everything was part of the harmonious whole.

Of course, speaking of feng shui, you could also be playing Feng Shui.

Also Fiasco. Also OctaNe. Play OctaNe. Like, you are not playing OctaNe right now. Fix this.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Bassetking posted:

Also Fiasco. Also OctaNe. Play OctaNe. Like, you are not playing OctaNe right now. Fix this.

I can't play Fiasco and OctaNe at the same time, internet user Bassetking. :colbert:

Mr Beens
Dec 2, 2006

Jack the Lad posted:

There are 462 statblocks in this thing, including 40 dragons (4 ages of 10 colours) which together span 34 pages and are almost completely identical except for their breath weapons.

I like that when they were agonising over what to do in order to squeeze the extra 32 pages of "Camel, Frog, Toad (see Frog), Bandit, Pirate (see Bandit)" into the book the idea of combining the dragon statblocks to some degree apparently never occurred to them.

e: We have an HP formula! Kind of. Not really. Monsters have seemingly random Con scores and numbers of hit dice (the first monster in the book, the Aarakocra, is CR 1/4 and has 3d8).

They do seem to stick to these values by size at first glance, but they then use as many hitdice as it takes to reach the desired/tummyfeel HP total.




Distinctly so, at least with Shapechange.

e: This is going to take a long time to type up into a spreadsheet.

Saw this linked on the Penny Arcade forums - searchable list of monsters from the MM and adventure
http://asmor.com/5e/monsters/#/main

Bassetking
Feb 20, 2008

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

EscortMission posted:

I can't play Fiasco and OctaNe at the same time, internet user Bassetking. :colbert:

If you made the individuals involved in the game of Fiasco use a game of OctaNe as the organizing event... But what would the Flip be, then...

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
I haven't looked at the classes real close, so can anyone tell me:

If you make a bard that basically just uses their spells for support-type stuff all the time, do you really need Charisma for anything? Like, use weapons for attacks instead of spells. Is this particularly viable?

Jack the Lad
Jan 20, 2009

Feed the Pubs

Mr Beens posted:

Saw this linked on the Penny Arcade forums - searchable list of monsters from the MM and adventure
http://asmor.com/5e/monsters/#/main

Awesome, thanks. This will save me a lot of work.

Elector_Nerdlingen
Sep 27, 2004



Mr Beens posted:

Saw this linked on the Penny Arcade forums - searchable list of monsters from the MM and adventure
http://asmor.com/5e/monsters/#/main

I can't check this right now, but according to that site, 2 orcs is a hard challenge for a party of 4 level 1 PCs. 3 Orcs would make the encounter "ludicrous".

Is that right?

Name Change
Oct 9, 2005


AlphaDog posted:

I can't check this right now, but according to that site, 2 orcs is a hard challenge for a party of 4 level 1 PCs. 3 Orcs would make the encounter "ludicrous".

Is that right?

I think the math is hosed up, eight PCs are supposed to be unable to handle CR 4.

Jack the Lad
Jan 20, 2009

Feed the Pubs

AlphaDog posted:

I can't check this right now, but according to that site, 2 orcs is a hard challenge for a party of 4 level 1 PCs. 3 Orcs would make the encounter "ludicrous".

Is that right?

Nope - Orcs are 100 xp and a hard encounter for 4 level 1 PCs is 300 xp.

Mr Beens
Dec 2, 2006

Jack the Lad posted:

Nope - Orcs are 100 xp and a hard encounter for 4 level 1 PCs is 300 xp.

The math behind all the stuff seems very wonky (aside from the fact that how creatures are assigned a CR is still obscured)

This is a quote from the guy that posted the table as part of a follow up conversation:

Someguy posted:

Just noticed this in the Basic DMG:

Encounter XP Multipliers
Number of Monsters XP Multiplier
Single Monster —
Pair (2 monsters) × 1.5
Group (3-6 monsters) × 2
Gang (7-10 monsters) × 2.5
Mob (11-14 monsters) × 3
Horde (15 or more monsters) × 4

So, basically, CR are only appropriate when your party of 4 fights one by itself.

(And even then it may not be appropriate)

Also, that multiplier isn't for how much experience the party gets. They still only get the sum of what they kill. That multiplier is to just figure out whether or not your encounter is Easy, Medium, Hard, Deadly, or Ludicrous.

So, I haven't done a exhaustive study, but it looks like he basically says that 1x of a creature is equal to 1x a creature. 2x a creature is equal to 1.5x the total amount (so fighting 2 CR 1/2 creatures isn't like fighting a CR1, it's more like a CR 1.5). 3x to 6x is equal to 2x the total amount (i.e. fighting 4 of a 1/4 creature isn't the same as a CR 1, it's more like a CR2). After 6 it just takes off.

Edit: So a rough rule of thumb would probably be take the CR you intend to throw at the party, and half it. Then find creatures to fill out that new target number.


Nice and transparent and easy to use :)

Mr Beens fucked around with this message at 10:14 on Sep 23, 2014

Jack the Lad
Jan 20, 2009

Feed the Pubs

Mr Beens posted:

The math behind all the stuff seems very wonky (aside from the fact that how creatures are assigned a CR is still obscured)

This is a quote from the guy that posted the table as part of a follow up conversation:

Nice and transparent and easy to use :)

Holy smokes that's right.



2 Orcs (AC 13/15 HP) is a hard encounter for a party of 4 level 1 PCs :cripes:

Grandicap
Feb 8, 2006

At least they are taking action economy into account here.

Super Waffle
Sep 25, 2007

I'm a hermaphrodite and my parents (40K nerds) named me Slaanesh, THANKS MOM
That was the first big :psyduck: I ran into when leafing through the Basic DMG rules the other day. I'm hoping to start a 5th campaign soon and I want the first fight to be some troglodytes or whatever amphibious monsters to swarm the passenger ship the PC's start on, but I can't find anything I can use more than 2 of

ritorix
Jul 22, 2007

Vancian Roulette
And the game expects 6 to 8 such encounters in a work day. Hard encounters are just supposed to "use up resources". Check out that stuff in the back of the dmg pdf.

Jack the Lad
Jan 20, 2009

Feed the Pubs

Super Waffle posted:

That was the first big :psyduck: I ran into when leafing through the Basic DMG rules the other day. I'm hoping to start a 5th campaign soon and I want the first fight to be some troglodytes or whatever amphibious monsters to swarm the passenger ship the PC's start on, but I can't find anything I can use more than 2 of

The solution is to start above level 1. Here's how many 100 xp monsters constitute a Hard encounter for 4 PCs at each level:



You're also probably just safe to go above the guidelines if you make sure not to focus fire too much with the monsters.

Jack the Lad fucked around with this message at 14:36 on Sep 23, 2014

moths
Aug 25, 2004

I would also still appreciate some danger.



Uugh I finally got the "hey everybody is excited about Next and now we're all playing this poo poo-rear end system!"

That's the loving weight behind the name on the book.

The Bee
Nov 25, 2012

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

The Big Monkey!

Jack the Lad posted:

The solution is to start above level 1. Here's how many 100 xp monsters constitute a Hard encounter for 4 PCs at each level:



You're also probably just safe to go above the guidelines if you make sure not to focus fire too much with the monsters.

These numbers seem suspect considering bonded math. I'm pretty sure 12 orcs could eat a 5E fighter alive with relative ease. Especially considering PC strength has a hard cap and fighter dps doesn't increase vast amounts per level.

Wait what the gently caress happened to the scaling at level 18. 10-4-10-10?

The Bee fucked around with this message at 15:12 on Sep 23, 2014

Agent Boogeyman
Feb 17, 2005

"This cannot POSSIBLY be good. . ."

Jack the Lad posted:

Holy smokes that's right.



2 Orcs (AC 13/15 HP) is a hard encounter for a party of 4 level 1 PCs :cripes:

Why did they bring this back? WHY? This was the thing that made me swear to never again run 3E or PF. I hate it hate it hate it. It's just as unintuitive and cumbersome to deal with as it was in 3E. Sorry, this was the deal breaker, I'm not running 5E. I'll gladly play in it, but I will never, ever, take the GM's helm at any point for this edition. I'm not dealing with the headache of trying to figure out the arbitrary nature of setting difficulty for encounters again, only to be proven wrong when they're actually set in motion. You know what would have been better? A loving exp budget that makes sense, based on the party's level, and you can adjust the budget to higher or lower level tiers in order to appropriately gauge an encounter's difficulty relative to party size and level. You know, kind of like how 4E fixed this loving problem Jesus Christ I am angry at elfgames.

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Generic Octopus
Mar 27, 2010

The Bee posted:

These numbers seem suspect considering bonded math. I'm pretty sure 12 orcs could eat a 5E fighter alive with relative ease. Especially considering PC strength has a hard cap and fighter dps doesn't increase vast amounts per level.

I guess the idea is that while the to-hit stuff is bounded, the orcs' damage won't scale up, so higher level PCs might get hit just as often but for less of their HP, %-wise.

What I'm saying is, I'm sure it all got put through the Math Wringer so it should all work out.

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