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mastershakeman
Oct 28, 2008

by vyelkin

Quadratic_Wizard posted:

Oh boys, spells.Clerics of max level can cast



with the super flexible casting mechanic because they know all spells all the time and can prepare new ones every day.


whats so great about this spell? I legit don't understand why it's powerful

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mastershakeman
Oct 28, 2008

by vyelkin
It's still cool for enemy casters to cast flesh to stone on you though, right? Especially if they teleport in while invisible and flying.

mastershakeman
Oct 28, 2008

by vyelkin

ProfessorCirno posted:

5e is also for edition warriors who still place meaning in the name "D&D." 5e's shredding of nearly all 4e-isms appeals to them rather strongly. That's also the biggest group of pro-5e fans in ENWorld - people who thought 4e was a grand betrayal that killed D&D and proved WotC fired them forever, but were too obsessed with the name "D&D" to comfortably move on to even Pathfinder.

The second biggest group would be AD&D -> 3e fans. Fans that never actually liked 3e mechanically but went with it because WotC revived D&D after TSR nearly killed it, and absolutely want "a simpler 3e with more AD&D inside." That's probably the group Mearls intended the game to be for.

How did tsr nearly kill d&d with 2e?

mastershakeman
Oct 28, 2008

by vyelkin
Short rests would come into play when attacked in the middle of the night, interrupting the long rest. My dm does this all the time to keep casters low on spells.

mastershakeman
Oct 28, 2008

by vyelkin

S.J. posted:

fine then, just have the class niche be 'is a magic sword' - problem solved

I've seen this played, actually. The pc was a sentient sword who was dominating a npc shepherd that found the sword. The npc was the one who got all the experience though and when he got disarmed everything went real bad

mastershakeman
Oct 28, 2008

by vyelkin

Bloody Hedgehog posted:

Yeah, this sort of thing is totally cool.

The group I witnessed was the type where a spellcaster gets his turn, subtly rolls his dice, then stands and start tracing mystical runs in the air while chanting, then "casts" his spell across the table at the DM. There is no :stare: large enough for how I felt when that stuff started going down.

Tell him to stop being such a loving nerd

mastershakeman
Oct 28, 2008

by vyelkin
Cant we just all agree that gnomes are by far and away the coolest race? Gnomes rule. Leaving them out was an abomination.

Gnomes are the best.

mastershakeman
Oct 28, 2008

by vyelkin
Measuring inches on the map is objectively better than both totm and a grid.

mastershakeman
Oct 28, 2008

by vyelkin

Littlefinger posted:

And 6) Just make the monsters attack them, because giving fighty guys any serviceable defence mechanic is terrible MMO bullshit for babies.

Every one of the mean DM things is something my dm does, to the point where almost no one would play low level wizards since it was basically a death sentence. It's weird realizing that isn't standard, because it's obviously the 2e intent that wizards are balanced that way.
We got back at him by rerolling to wizards when midlevel characters died, to circumvent that issue.

Also that same dm would have townsfolk attack any pc drow on sight, leading to again, no one playing them.

mastershakeman
Oct 28, 2008

by vyelkin

moths posted:

Are you kidding me? The invincible legion of skeletons is the first thing I've liked about this broken system. Now if only there were a way to grant them all Advantage...

Rolling 2d20 100 times for your army of kobold skeletons would be amazing

mastershakeman
Oct 28, 2008

by vyelkin

Astus posted:

I'll be honest here, if you replaced the Fighter class with "Mob of Skeletons", with you gaining even more skeletons for each level, I would love it. Giant wall in your way? Skeleton ladder. Need to cheer up some townsfolk? Welcome to the Skeleton Circus, one night only. Trapped dungeon? That's alright, I got skeletons to spare. Need to sail a boat? Skeleton crew.

Being your own army of skeletons would give you almost as many options as being an actual wizard.

Locked door? Skeleton key.

mastershakeman
Oct 28, 2008

by vyelkin

ObMeiste posted:

For those who've read/had a peek at the monster manual: are there rules for playing goblin characters in it?
If there are, then I'll try 5e; regardless of it being an absolute trashy mess :colbert:

and if so do they get +2 to cha like in 4e because i still don't understand that. at all.

mastershakeman
Oct 28, 2008

by vyelkin
It seems that everyone in here is forgetting that the grapple rules let you do all the 'keep enemy pinned to the ground' and 'rip their arms off' features that fighters have! However I'm pretty sure the grapple rules are actually incomprehensible so maybe it's not actually possible to do what they describe.

mastershakeman
Oct 28, 2008

by vyelkin
The rule would be a called shot with a critical hit and a good enough severity roll. Called shots automatically determine location. Only problem is the size category issue, I'm not sure how you'd get around that. I think unarmed is bludgeoning, which only lets you break wings, not actually rip them off but same mechanical effect.

This is from 2e, I don't have the 5e book to check with.

Hell, since the Beowulf example is used so often it's easy to model in grappling rules - really long combat, tons of called shots that didn't critical, a few that did but Grendel saved on, then one that went through and the arm got ripped off. I'll admit though that the rules don't allow for 'ripping off' with bludgeoning because it isn't thought through and good old DM fiat could work with that (since at the same severity but with slashing/piercing you can sever the limb, so it makes sense ripping would do it too).

mastershakeman fucked around with this message at 18:11 on Aug 23, 2014

mastershakeman
Oct 28, 2008

by vyelkin

treeboy posted:

in this example (sneak attack) rogues almost always have it available anyway since it activates if there's an ally within 5' of the target. Stealth would be more about trying to gain advantage for the reroll

Could a pair of fighters dip into rogue to get sneak attack then always make sure to be up on the same target, activating sneak attack off each other every hit?

mastershakeman
Oct 28, 2008

by vyelkin
Yeah, take 2es interrupting of spells and restricting schools, enforce needing materials (and make the materials for high level spells as difficult to get as magic items), and add 5es concentration feature to prevent stoneskin plus fly plus greater invis, and you've gone a long way.

Granted, divination and travel spells probably need to just be removed entirely, but 2e plus 5e is a start.

mastershakeman
Oct 28, 2008

by vyelkin

Nihilarian posted:

I agree with restricting the wizard's schools, but not enforcing materials. For the same reason I don't think you should have to keep track of arrows. It doesn't in any way effect the balance, it just makes it more boring to play.

Depends on the material. If there's one that has rp effects it matters a whole lot. And not keeping track of arrows is weird too

mastershakeman
Oct 28, 2008

by vyelkin

Jack the Lad posted:

Right. Good example: A sphinx can't speak all languages just by being a sphinx. It can cast Tongues. And the Wizard can Counterspell that if he wants and leave the Sphinx unable to recite its riddles.

I kind of want to play a wizard who only uses counterspell in every slot in order to frustrate everything he encounters.

mastershakeman
Oct 28, 2008

by vyelkin

ProfessorProf posted:

I would totally buy into the "wizard casts strange spells that rewrite reality, fighter hits things real hard" dichotomy in a game where only villains could be wizards.

The homebrew I play does this, where all the wizards are evil (and their spell components are things like piece of flesh from someone you personally caused 1000 hps of damage to) and if the players want to play a good wizard they can but guess what, the evil wizards are going to gently caress you up sooner or later. It works out really well actually.

mastershakeman
Oct 28, 2008

by vyelkin
Excuse me, the fighter can grapple all day. Plenty of agency

mastershakeman
Oct 28, 2008

by vyelkin
Do monsters on 3e/5e have access to the same abilities as pcs, like they do in 2e (monster crit hits are actually better) but not 4e? I.e. is it good idea to have a skill that lets you rip an arm off after an opposed strength check, if every ogre can do it too if it's put in?

mastershakeman fucked around with this message at 23:56 on Sep 2, 2014

mastershakeman
Oct 28, 2008

by vyelkin

Pimpmust posted:

Enemy crits could do other things, like knocking the target prone/knockback/negative modifier on the players next turn or some other thing that allows a "come-back" the next turn (if not from the dude hit, them from his party-members) while maintaining that it was a, well, "critical" hit.

That goes for other normal high-damage hits too, especially at lower levels (Which most editions of DnD suffer from). Multiple options for the players to get the snot beaten out of them over a couple of turns instead of "The Bug-Bear walks up and cuts your head off with one swing of that great axe".

Hmm, maybe some sort of special damage effect table to roll on for when you (would) hit 0 hit points...

At that point, why even allow monsters to have critical hits at all?

mastershakeman
Oct 28, 2008

by vyelkin
Basically 5e fighters should be replaced with 2.5e ones that sever limbs on crits and interrupt casters.

mastershakeman
Oct 28, 2008

by vyelkin
The primary reason to have crit hits is against solos and bosses and whatnot. Minions you'll just kill with hp damage.

mastershakeman
Oct 28, 2008

by vyelkin

Infinite Karma posted:

You completely missed my point. I don't care what fighters were like in 4E, or that you think their mechanics should be "sticky" like a tank.

How does Kyle, the hypothetical tanky character accomplish these things narratively? Brute strength? Weapon mastery (aka martial arts)? Intimidation? Magic? Tactical genius? Self-sacrifice (aka jumping in front of attacks)? Most of those concepts are already another class's niche. Not all of those classes have mechanics to make them especially good as a tank, but again, I'm talking about concept, not mechanics. I'm NOT saying that martial characters shouldn't be able to do crazy stunts that rival Meteor Swarm because only the sacred Wizard can do magic. I'm saying that Fighters are uniquely flavorless, and as soon as you give Kyle the tanky character any kind of flavor, he's probably going to sound more like a Rogue, or Barbarian, or Paladin, or Bard, or 4E Warlord, rather than a milquetoast Fighter.

Does the paladin both outdamage and outtank the fighter?

mastershakeman
Oct 28, 2008

by vyelkin
How does a fighter in 4e get better version of his weapon through the campaign? If a fighter's choice of weapon is something insanely rare, like say, a 2 handed flail, is the DM expected to have the party find magic 2 handed flails of various enchantment power throughout the campaign? 2e/3e/5e seem to be saying no gently caress you, find another weapon to specialize in.

mastershakeman
Oct 28, 2008

by vyelkin

Esser-Z posted:

4e assumes the GM is going to hand out upgrades of party gear--or, as I often do it, just upgrade the one they already have. In fact, it has a wishlist setup in the core rules. The players write down a few pieces of level appropriate gear they want for their characters and then the GM makes sure to include stuff from that in their loot.

Nothing inherently rare about something like that, either. In 4e "exotic" weapons are called Superior weapons--they're more complicated to master, not necessarily rare.

That's pretty neat.

mastershakeman
Oct 28, 2008

by vyelkin

PeterWeller posted:

So why do you have trouble imagining a bad rear end crossbow expert can't quickly reload crossbows in both hands? Maybe he does some cool juggling act. Maybe he tucks them under his arms and quickly loads and redraws them. Maybe he wears his quivers on his hips and slots a bolt and pulls the cord with a single smooth action. Maybe he builds little hopper magazines onto his crossbows, an invention a childhood gnome friend taught him.

He does that thing Arnold does while riding the motorcycle, except with a crossbow instead of a shotgun.


Going back to the whole melee tank vs ranged attacker issue, isn't one of the fundamental 'problems' with everything but 4e that every class is better off not being attacked so that they can focus on offense. But you can't have an entire party made up of this, because enemies are inevitably going to close in on you, and if you aren't in a dungeon with narrow passageways, the only way I know to solve that is have everyone in heavy armor or dropping a lot of minions into the fight via the casters.

Heck, it's a problem with the campaign I'm currently in - we have a wizard in cloth, a fighter/mage using two weapon fighting and chain mail that he can take on/off fast, a rogue/warrior in leather, and a druid in leather, and only one fighter in plate. Monster summoning spells end up doing tanking more often than not because otherwise the lightly armored guys are going to get pounded on.

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?

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

mastershakeman
Oct 28, 2008

by vyelkin

ProfessorCirno posted:

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.


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!

Again I'm assuming a houseruled 'can get one AoO at every enemy moving in/out of combat as fast as possible' but I really don't think this is as big an issue as you think. Mainly because said enemies could just as easily totally surround the entire party if they're standing flat footed (since apparently the conga line has a huge amount of enemies) or they could even do crazy things such as using bows/slings to focus fire on whatever they wanted to hit.
The bounded accuracy is the bad part, I don't understand why that's still there. Let low level things hit high level things on a critical hit only and be done with it.

mastershakeman
Oct 28, 2008

by vyelkin

S.J. posted:

But that's not how the actual game works.

Has anyone actually ever seen a conga line attack by enemies that are aware of the rules of opportunity attacks? A dm could do it but he could also just have every enemy open up with longbows at the same target. I just don't see this theoretical conga line thing as an issue. The dm I play with always goes after any caster in the party once they start chanting, if not before, and the entire party has to work together to body block enemies and it works pretty well.

It's not like everyone stands still while the enemies run past a fighter. The casters can reposition too if they're being chased.

mastershakeman
Oct 28, 2008

by vyelkin

Vorpal Cat posted:

The DM could easily have the first monster after the fighter's turn deliberately take the one opportunity attack per round the fighter gets, allowing all the others to conga line to their hearts content. Then all you need to do is have two monsters surround the caster stopping them from running without eating multiple opportunity attacks.

The one saving grace for casters is that, much like fighters, most individual monsters in 5th don't really have a way to stick to their target or punish it for trying to run away.

Edit: Not that that helps if the DM decides he's going to take a poo poo ton og weak but fast creatures and physical surround a target. So the one or two big monsters in the fight can go to town on them.

My point is that the monsters shouldn't know that a fighter only gets one opportunity attack. To the monster, the first guy going in know he's going to get smashed in the back and probably die, so he wouldn't do it, unless the DM is just being a dick . In which case the DM could just throw too many enemies at the party, or again, just shoot them with arrows.

And besides, didn't the old versions (BECMI, maybe 2e?) have unlimited opportunity attacks? With the amount of 'DM discretion' in this edition, if the DM decides to play his monsters in such a nonstandard way, bring back the unlimited opportunity attacks.

mastershakeman
Oct 28, 2008

by vyelkin

Grimpond posted:

I think most of us are aware that the conga line isn't a common way for fights to happen; the point is that there are situations where the RAW actively work against the Fighter's ability to fight, because even if they can access the same move-attack-move as anyone else, they are still a fighter with only one mode of agency, which is I attack the thing. They have no real ability outside of certain, very specific situations to direct the flow of a combat encounter.

Right, but that's only become an issue due to 4e's setup, correct? Or were people complaining in 1e/2e/3e/3.5e about fighters not being able to draw in all attacks to themselves? I just think you're making mountains out of molehills with the loss of 4e powers w/r/t fighters.

mastershakeman
Oct 28, 2008

by vyelkin

Grimpond posted:

Oh yeah, I guess I am kind of making a big deal out of fighters losing the ability to contribute in real and meaningful ways in this imaginary land of magic and whimsy where wizards can poo poo out lightning and clerics and druids commune with their moon gods to bring the wrath of their chosen deity of worship to bear.

My bad.

No, I totally get the loss of agency. I just think the hypothetical conga line is a really bad example compared to "all the enemies spread out and focus fire the casters" or whatever else.

I honestly think the best way to solve things is to make all melee classes skill monkeys.

mastershakeman
Oct 28, 2008

by vyelkin

ImpactVector posted:

Rogues/thieves have been a mistake for the entirety of this godforsaken hobby.

The evolution of the rogue/thief is kind of weird. Didn't OD&D/AD&D have them unable to move while hidden in shadows, and only later the designers realized how terrible that was and let them just move in the darkness?

mastershakeman
Oct 28, 2008

by vyelkin

Gort posted:

A death-spiral where losing HP degrades your combat performance certainly has a place in RPGs, but heroic fantasy certainly isn't it. I completely agree that HP have never represented physical wounds.

To add onto this, the critical hit charts that came out were explicitly about physical wounds happening, their location and their severity. It wouldn't even make sense to say 'well you got stabbed in the arm 5 times in this fight but THIS stab makes you bleed and drop your weapon.'

mastershakeman
Oct 28, 2008

by vyelkin

gtrmp posted:

Technically he stole it from the fan press, but yeah

What was even the reason for it? People wanted to use a character in light armor?

mastershakeman
Oct 28, 2008

by vyelkin
Attacks of opportunity comes from 2.5e, right? Here's the text from that.

quote:

The threatening enemy gets to make an immediate melee attack (or sequence of attacks for monsters with multiple attacks) against the threatened creature....
A creature can't make more than one attack of opportunity against a single opponent in the course of a combat round, but if several enemies leave themselves open, the creature can make one free attack against each one. There is a limit to the number of attacks of opportunity a single creature may make in one round. Warriors and monsters can make three attacks of opportunity plus one per five levels or Hit Dice. All other characters can make one attack of opportunity plus one per five levels.
Thirty kobolds trying to swarm past a fighter in a narrow passage will take losses, but some will still get through.

Really most of the houserules needed for fighters in 5e are just taking things directly from 2e's Combat & tactics (2.5e).

mastershakeman fucked around with this message at 01:26 on Oct 17, 2014

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mastershakeman
Oct 28, 2008

by vyelkin

dwarf74 posted:

Someone hasn't read Malazan Book of the Fallen.

It's amazing how Erikson wrote 10,000 pages without explaining much.

Actually, isn't that series based on a D&D campaign? I'd be curious to see what he did with the Malazan soldier. Maybe the solution to fighters being underwhelming is to give them all grenades?

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