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I don't think that suggesting engaging with the rules with a different mindset justifies being called an idiot, but hey no worries.
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# ? Jun 28, 2015 17:40 |
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# ? May 14, 2024 05:48 |
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mastershakeman posted:In your situation I'd just get spiteful I mean you pretty much suggested being a straight up rear end in a top hat to a group of friends. On-topic, I don't think it takes a game being incredibly lovely before you really would rather not play it. For example: Catan isn't a horrible game, but after playing it for years on end, most of my group is really, really tired of it. Even if it's 'badness' is overstated, we'd still rather play something better. IT BEGINS fucked around with this message at 17:52 on Jun 28, 2015 |
# ? Jun 28, 2015 17:46 |
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gradenko_2000 posted:On a somewhat related note, 13th Age's concept of a "10-session campaign" where the players all level up after 1 session, culminating in a campaign-ending battle as they reach the game's peak of level 10 I thought was nice as far as it puts a definite length on how long it takes to get to the next level, puts a definite length on how long it takes for the players to get access to their high-level toys, and generally gives the whole table a good metric for wrapping up everything rather than a series of campaigns that never get past the first half dozen levels or one that just drags on forever. I like campaigns that last a long time--I like letting the players get attached to their characters and sort of organically develop a story for them--but I also like taking breaks. What I tend to do with long-term campaigns is have a lighthearted side-campaign, maybe with a different system, that we do a session or two of every time a story arc wraps up in the main campaign.
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# ? Jun 28, 2015 17:52 |
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IT BEGINS posted:I mean you pretty much suggested being a straight up rear end in a top hat to a group of friends. I feel like this is a pretty salient point with regard to Next. It's not like Next's "badness" is legendary among RPGs, but the problems it has are the same sorts of problems that if you were tired of them in prior editions of D&D then Next isn't going to make you less tired of them just because it's new.
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# ? Jun 28, 2015 18:34 |
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I think the infuriating thing is that Next's designers looked at 4e and instead of trying to fix the flaws in 4e, they rolled back to 3e and tried to fix its problems, which included reinstating a bunch of 3e problems which 4e had already fixed. It's like if the 4e designers had reinstated THACO and dumped Fort/Ref/Will saves in favour of saving throw vs wands/polymorph/breath weapon.
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# ? Jun 28, 2015 19:43 |
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Darwinism posted:Yeah, this all makes sense - I guess I just really dislike the weight that, "We're used to it," has. Yea, exactly. I totally understand social inertia but 5e starts to look like the authors just said "eh, social inertia will hold us in place forever" and figured they didn't need to fix any problems. And given that, any social inertia connected to 5e just looks like going with the baddies' plan.
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# ? Jun 28, 2015 20:19 |
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Gort posted:I think the infuriating thing is that Next's designers looked at 4e and instead of trying to fix the flaws in 4e, they rolled back to 3e and tried to fix its problems, which included reinstating a bunch of 3e problems which 4e had already fixed. They DID dump F/R/W and reinstate saving throws... Just inexpertly, so they wound up with functionally F/R/W defences, in the form of CON/DEX/WIS saves, the alternates being barely used at all, but with all the added bagges 3 extra minimally used saves bring in explaining and possible dicking over when that INT save DOES come up and you haven't got anything invested in it and an intellect devourer eats your brain, not to mention the imbalance of no longer having each save be the better of two stats, and thus screwing everyone without CON/DEX/WIS more than the others. That is to say, they regressively ignored the advances 4e made, rolled back past 3.5 and then made it worse.
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# ? Jun 28, 2015 20:19 |
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Gort posted:I think the infuriating thing is that Next's designers looked at 4e and instead of trying to fix the flaws in 4e, they rolled back to 3e and tried to fix its problems, which included reinstating a bunch of 3e problems which 4e had already fixed. Honestly, the most infuriating thing is they released a game that really doesn't do anything new. It tries to work on older ideas, with really mixed successes, but that's where the really limited innovation just dead-ends. I mean, Christ, it just copy-pastes (or nearly copy-pastes) parts from older books like that's a respectable, professional thing to do. And people are fine with that.
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# ? Jun 28, 2015 20:29 |
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4e received more scathing criticism for being good than Next does for being a garbage fire. I keep saying it: D&D Next is exactly the game D&D fans deserve.
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# ? Jun 28, 2015 20:59 |
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P.d0t posted:The learning curve seemed to be on par with D&D (which is/was a chore) P.d0t posted:but, having it explained to me, it sounded like the system was basically "any time you do anything, roll dem bones and narrate how you hosed up." Personally, I think that's alright for Skill Challenge Time™, but I don't want combat to bog down in that sort of thing. This also makes me leery of *World systems. *obviously you can make up new ones. Ironically enough, it's Skill Challenge Time™'s less well defined results that can lead to a bit of "Ummm uh hmmm"ing, but if that happens there's always the "gain/lose stress" option to default to. Seriously, if anyone's looking for a good game with decent crunch, easy free-form, and TotM combat that actually works, check out the FFG:SW games. They even have beginner boxes! Splicer fucked around with this message at 21:05 on Jun 28, 2015 |
# ? Jun 28, 2015 21:00 |
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I mean, you can enjoy playing D&D Next or not, but let's not pretend its design process was not fueled by market research that found that old edition holdouts were a larger target group than 4E fans, underlined by hiring first Monte Cook, one of the most prominent 3.5 designers, then Mike Mearls, who had spent the last few years on a personal mission to model 4E back to the old design paradigms wherever possible.
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# ? Jun 28, 2015 21:01 |
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My Lovely Horse posted:I mean, you can enjoy playing D&D Next or not, but let's not pretend its design process was not fueled by market research that found that old edition holdouts were a larger target group than 4E fans, underlined by hiring first Monte Cook, one of the most prominent 3.5 designers, then Mike Mearls, who had spent the last few years on a personal mission to model 4E back to the old design paradigms wherever possible. You know, I would have been perfectly fine with a revamp of 3E if it had actually fixed the problems that 3E had. Then again, a lot of them are features to the target audience.
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# ? Jun 28, 2015 21:05 |
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Kai Tave posted:Except nobody here is advocating doing that, that's some weird strawman FRINGE made up so he could yell at it which is par for the course for his posting. I'm really trying to make it fun for the martials. I keep hucking the warrior on top of monsters whether he wants me to or not
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# ? Jun 28, 2015 21:13 |
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If I wanted a crunch heavy Fantasy system, that's what FantasyCraft is for.
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# ? Jun 28, 2015 22:27 |
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Through a series of both in and out of game circumstances, none of the primary spellcasters were able to join the party for an investigation at my last game, leaving just the Ranger and the Rogue. God, that was a poo poo-show. Whenever they came across anything the slightest bit magic they had to throw up their hands. Then the Bard showed up and read everyone's minds.
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# ? Jun 28, 2015 22:31 |
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Vanguard Warden posted:Through a series of both in and out of game circumstances, none of the primary spellcasters were able to join the party for an investigation at my last game, leaving just the Ranger and the Rogue. God, that was a poo poo-show. Whenever they came across anything the slightest bit magic they had to throw up their hands. Wow. If anything, ranger and rogue are the two non-magical classes you'd think would be all over an investigation.
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# ? Jun 28, 2015 23:14 |
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Selachian posted:Wow. If anything, ranger and rogue are the two non-magical classes you'd think would be all over an investigation. Binary pass/fail skill checks are still a thing, and still penalize skill-focused characters heavily, is my bet.
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# ? Jun 29, 2015 00:13 |
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Selachian posted:Wow. If anything, ranger and rogue are the two non-magical classes you'd think would be all over an investigation. Yea, but you saw his other point. Find anything magic and you need Detect Magic or Arcana skill which neither is likely to have. Rogue is worst of all; their entire class role is shut down by the 1st level Alarm spell.
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# ? Jun 29, 2015 00:47 |
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Darwinism posted:Binary pass/fail skill checks are still a thing, and still penalize skill-focused characters heavily, is my bet. Yeah, there was a good bit of this. There tends to be a point where everyone rolls terribly enough at the same time for things to dead end. Usually someone has to cast a spell to get things back on track, otherwise the party is left standing around with no leads remaining to pursue unless the DM hands them one out of nowhere.
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# ? Jun 29, 2015 01:02 |
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I've received some positive feedback on the use of the Improved Monster Stats table I did about 4 months ago, so in the interest of "let's make 5e easier/better to play with if we absolutely have to", I'm reposting it here for anyone running the game:quote:The final improved Monster Quick Stats Table, if you want to skip the rest of the math and reasoning behind it. To the last point I would add: 1. This model means you don't need to gently caress around with the "experience-budget" encounter building guidelines 2. You're effectively implementing a houserule that eases up on the deadliness of the early levels, but doing it all on the DM side so that your players will not have to fundamentally change their understanding of the rules 3. You're avoiding the pitfall of a single boss monster getting overwhelmed by an action economy advantage Finally, while I would encourage you to "flavor" the monsters to set them apart from one another (Kobolds can Disengage as a Bonus Action), doing so wouldn't require you to mess around with the stats/level/CR of the monster like it would doing it by the DMG's RAW monster construction rules. There's still the issue of martial class design, and vis-a-vis caster class design and spell selection, but we also have p.d0t, Ryuujin and other posters with their own sets of houserules to improve on those.
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# ? Jun 29, 2015 12:24 |
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The ENnie popularity contest nominations were announced - it's going to be interesting to see whether Next or Pathfinder steamrollers more over better products.
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# ? Jun 29, 2015 14:16 |
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moths posted:The ENnie popularity contest nominations were announced - it's going to be interesting to see whether Next or Pathfinder steamrollers more over better products. If it's run by ENWorld, it's probably gonna be 5e.
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# ? Jun 29, 2015 16:17 |
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5th Edition warlock. Give me the lowdown. What do?
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# ? Jun 29, 2015 17:58 |
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DJ Dizzy posted:5th Edition warlock. Give me the lowdown. What do? Like the Battlemaster, how good they are depends entirely on how often your DM lets you take a short rest, or how they define short rests to begin with. If it is often, Warlocks are amazing. If it is not often, they are sub par casters with a potentially very effective (if boring) at-will.
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# ? Jun 29, 2015 19:29 |
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DJ Dizzy posted:5th Edition warlock. Give me the lowdown. What do? Take Devil's Sight invocation and only ever travel at night with no light. Start every fight 120 ft away possibly with surprise and out of enemy los. Doesn't matter if no one else in the party has dark vision. Having a surprise round and 2+ rounds of movement between you and any enemies is silly. If you can't start a fight in those conditions just play it like any normal spellcaster. How often your party short rests vs. long rests will determine how much better or worse your spell slot mechanic is compared to more traditional casters. The fact that all your spells are all considered the max spell level you can cast is kinda nice. Invocations are basically extra feats. Most are just nice extra utility. The only one that is game-changing is Devil's Sight so other than that, pick whatever you like. Pact Blade path isn't any stronger than a ranged Warlock with added downside of needing to be in melee a lot, needing two primary stats and "taxing" more invocations. In this regard, it is a trap option, but you'll still be just as effective or better than any other melee class in the game. So if you really enjoy the flavor go for it.
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# ? Jun 29, 2015 19:47 |
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Trihugger posted:Pact Blade path isn't any stronger than a ranged Warlock with added downside of needing to be in melee a lot, needing two primary stats and "taxing" more invocations. In this regard, it is a trap option, but you'll still be just as effective or better than any other melee class in the game. So if you really enjoy the flavor go for it. Unless I'm badly misreading the class, blade pact is actually really bad. You get two attacks that add both Charisma and Strength at the cost of two different invocations. Virtually every other melee class is more effective, particularly the paladin.
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# ? Jun 29, 2015 19:59 |
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I was browsing around randomly yesterday and found this guide for a human or dragon born blade lock. Seems like a good starting point and could be fun in the right situation. http://rpg.stackexchange.com/questions/49851/optimal-dragonborn-warlock-for-dpr-ac-with-blade-pact-and-fiend-patron
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# ? Jun 29, 2015 20:10 |
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fool_of_sound posted:Unless I'm badly misreading the class, blade pact is actually really bad. You get two attacks that add both Charisma and Strength at the cost of two different invocations. Virtually every other melee class is more effective, particularly the paladin. Combine with casting darkness and whatever lets you see in darkness and it can be pretty fun. Still very situational though.
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# ? Jun 29, 2015 20:13 |
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Im going for a ranged lock, maybe Great Old One pact.
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# ? Jun 29, 2015 20:30 |
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fool_of_sound posted:Unless I'm badly misreading the class, blade pact is actually really bad. You get two attacks that add both Charisma and Strength at the cost of two different invocations. Virtually every other melee class is more effective, particularly the paladin. I guess it's more to do with warlock spells than anything inherently good about blade pact. Temp HP, damage with fire on reaction, war caster feat to drop other spells on reaction, dropping darkness on yourself with devil sight, high level spells instead of a gimped spell level progression. Take 2 levels of fighter and you'll be hitting just as often, just as hard, have access to a non-lovely spell list and cast more often than an eldritch knight. Take a level of sorcerer for Shield if you want. I mean, everything about blade pact when compared to the other two pacts is worse, but it's still better than a fighter or rogue. Trihugger fucked around with this message at 21:01 on Jun 29, 2015 |
# ? Jun 29, 2015 20:53 |
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moths posted:The ENnie popularity contest nominations were announced - it's going to be interesting to see whether Next or Pathfinder steamrollers more over better products. no FFG games at all, even art categories. wow.
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# ? Jun 29, 2015 20:54 |
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Yeah, FFG finally figured out that the ENnies are literally a scam. A nominee must submit hundreds of dollars of product to be "evaluated" by judges, but it doesn't matter because nothing wins if there's a 3x or PF title in your category (or Next, I guess.) There was a big thing a few years back where a judge walked off with a ton of "review" stuff and didn't even go through the pantomime of judging it. I forget how that turned out.
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# ? Jun 29, 2015 21:17 |
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Trihugger posted:I guess it's more to do with warlock spells than anything inherently good about blade pact. Temp HP, damage with fire on reaction, war caster feat to drop other spells on reaction, dropping darkness on yourself with devil sight, high level spells instead of a gimped spell level progression. Oh yeah, the class on the whole is absolutely better than fighter, rogue, or ranger. The blade pact by itself is kinda bad though.
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# ? Jun 29, 2015 22:37 |
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I am enjoying playing a Tome pact warlock with eldritch spear and agonising blast. We are doing a lot of cruising around outside so the ability to waste people 300 feet away is pretty cool. Then if they jump me then it's Armour of Agathys and a Shillelagh to the face. I rarely get below max hit points with dark ones blessing. We also have two short rests per long rest so the spell recovery is about as per design.
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# ? Jun 29, 2015 22:54 |
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If you aren't concerned about DPS, you can make a very tanky warlock with a single level of fighter (or anything else with armor+shield). I tried one in a pbp on here, with lots of sources of THP (false life) and AOE spells + breath weapon. Pretty versatile and effective. It's not the best tank (that's a barbarian), but it will survive longer than anything else and be able to contribute good aoe damage via spells, and decent single-target with eldritch blast.
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# ? Jun 29, 2015 23:27 |
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Kai Tave posted:Except nobody here is advocating doing that, that's some weird strawman FRINGE made up so he could yell at it which is par for the course for his posting. Throw some more poo poo on the walls while complaining about the smell.
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# ? Jun 30, 2015 02:16 |
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The one advantage of Blade Pact warlock is that they can function well enough in antimagic or magic-immune conditions.
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# ? Jun 30, 2015 04:45 |
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No they don't? Antimagic fields cause summoned objects (that are otherwise real) to temporarily "wink out" inside the field.
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# ? Jun 30, 2015 15:45 |
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CaPensiPraxis posted:No they don't? Antimagic fields cause summoned objects (that are otherwise real) to temporarily "wink out" inside the field. If you're high enough level to be running into antimagic fields, you have probably started to use the 'put a magic weapon in an extradimensional space and summon it' option, and that shouldn't go away any more than things you have just taken out of a bag of holding vanish. (Though I guess it would make it impossible to actually summon, so you'd better have it out first, and it wouldn't be a magic weapon in there.)
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# ? Jun 30, 2015 15:48 |
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# ? May 14, 2024 05:48 |
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I've been arguing with my D&D group about class balance for a while and they really weren't getting it, so I decided to put my money where my mouth is and start houseruling up Fighter Spells: https://docs.google.com/document/d/1Xe4DnrhdP_SGbzdoIDEdtTyywJGDLaVcqTyJjG4Xjxk/edit The exploits are inspired by various posts in this thread (by AlphaDog, gradenko2000, etc.) as well as various other sources like myths & legends, 4e, dungeon world (shoutout to gnome7's playbooks), and so on. People have slapped together a few loose ideas like this but I thought I'd try my hand at incorporating it fully into the 5e system. I know you can't fix it properly but I genuinely want to make the game better by letting martials have as much fun as spellcasters. Please give more ideas/feedback! Current feedback from my group is "well sometimes I just want to play a gritty adventure with people that are close to real life, you know?". Nevermind that we're trying to stop the ascension of a god or anything Boing fucked around with this message at 17:07 on Jun 30, 2015 |
# ? Jun 30, 2015 15:59 |