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Ah, I see. The designers, (Mearls & Co) who have been working on the game for 2-3 years, aren't used to it, and that's why they have included single digit numbers of Int/Cha/Str saves but 50+ of the other attributes. It makes sense when you think about it.
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# ¿ Jul 21, 2014 18:53 |
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# ¿ May 14, 2024 10:06 |
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Every spell description, of every class and level, is in one big alphabetical list That's the only thing about the layout that really gets me. Mostly because I really, genuinely don't understand it at all. Someone decided that that was the best way to present them.
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# ¿ Jul 22, 2014 20:59 |
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Interview with Mearls here where he talks about rests:quote:Will we see any incarnation of the “at will/encounter/daily” power system from fourth edition? I thought it was innovative, and was one of my favorite parts of that system.
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# ¿ Jul 24, 2014 10:50 |
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Ferrinus posted:It honestly is an improvement over 3.5 in many ways, and it's no doubt faster to run than 4e was. This board's complaints about 5e (or at least, my complaints about 5e) boil down to: I would say that poor/inconsistent monster design and a return to the useless CR system for encounter building is the biggest problem aside from the Wizard/Mundane divide, but the ToTM thing is big too. Both issues make running 5e a real pain. You have to eyeball every encounter to determine whether it will be a challenge without wiping the party. Faceless Clock posted:For what it's worth I really didn't like running 4E because no one I played with is particularly hardcore about table tops, so flipping through 15 powers and adding bonuses from five different pieces of gear every turn made it a huge slog. To me, it felt like a game that was trying to emulate a computer game, and forgot that computers can make accounting for hundreds of modifiers trivial. This is easily circumvented by having your players write the bonus, damage and effect of each of their powers on their sheet (or making sheets for them with that information). Generally they'll have the same attack bonus for almost all of their attacks, so it's actually way easier than it sounds. Jack the Lad fucked around with this message at 18:12 on Jul 25, 2014 |
# ¿ Jul 25, 2014 18:09 |
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The Table of Contents and Sorceror from the PHB have been released: Jack the Lad fucked around with this message at 18:37 on Jul 25, 2014 |
# ¿ Jul 25, 2014 18:34 |
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Here's the problem, though; as a class niche, 'has a magic sword' is pretty lame compared to 'tears trolls' arms off with bare hands'
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# ¿ Jul 26, 2014 05:36 |
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Kai Tave posted:Huh. So is Spellbound Kingdoms any good? The FAQ talks a good game about tactical fighting without needing a grid and magic that doesn't break the game etc. and it's on sale on Drivethru right now but this is literally the first time I've ever heard of it. quote:There's no initiative. Everyone goes at once. If you can guess what your opponent is going to throw at you - a Haymaker, say, or a Trip - then you can choose your own maneuver to counter that. You're aided in your guessing because each fighting style is different in how one attack sets up the next. Knowing what style your opponent is using is quite important. Not only does an opponent's style betray his possible attacks and counters, but it also allows you to change your own style, if you know more than one. Sounds kinda neat. Though of course so does 5e.
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# ¿ Jul 26, 2014 16:39 |
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mastershakeman posted: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 Clearly you would/should physically fuse to your host's body. Stormgale posted:Having actually played the system a few times it is neat, the way combat works is that each fighting style (martial or magic) is a tree or web you traverse only able to move to a point on the 2d tree directly horizontal or vertical with you, thus the powerful moves are locked behind a specific sequence of moves (and send you back to the start usually). The fact they are visual trees mean you can have a copy of each tree for who you are fighting so you can keep a rough idea of what they are doing. I'd love to see a writeup. It actually sounds really cool.
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# ¿ Jul 26, 2014 16:58 |
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Class Options article.quote:Barbarian: A barbarian picks a primal path that reflects the nature of the character's rage. The two options in the Player's Handbook are the Path of the Berserker and the Path of the Totem Warrior. The berserker fights with an implacable fury, while the totem warrior channels the magic of beasts to augment his or her rage.
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# ¿ Jul 28, 2014 15:13 |
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Generic Octopus posted:A little curious, was Arcane Trickster in the leaked phb? And if so, was it basically E.Knight but with different spell schools? Right, enchantment or illusion, capping at 4th level spells (which you hit at level 19). Mendrian posted:Huh. Okay. Paladin-Avenger option. That sounds intriguing. Any info on that? You get some oath spells, channel divinity cause fear, you gain advantage on enemies who hit allies near you, you can attack your oath target when they make an attack and at level 20 you can turn into an angel for an hour gaining a 60 foot fly speed and a fear aura.
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# ¿ Jul 28, 2014 15:34 |
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Generic Octopus posted:That's what I expected, but I'm still disappointed. Strikes me as super lazy too. This pretty much sums up my thoughts on all of 5e so far. I mean, there is some randomly cool stuff - spells, mostly - but it all just rather reeks of
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# ¿ Jul 28, 2014 16:03 |
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ritorix posted:I guess you could attack, action point, cast a spell. Uh. Yeah that's a thing I guess. Best use of action points: casting spells. A Wizard can also take 2 levels of Fighter to be able to cast a spell, action surge, cast a spell.
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# ¿ Jul 28, 2014 17:03 |
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dwarf74 posted:Nope, only 1 spell (+ maybe a cantrip) per round. Hm! I thought that was the case at first but when I checked in Basic I couldn't find it and figured they removed the limitation for whatever reason. Where's it at?
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# ¿ Jul 28, 2014 17:24 |
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dwarf74 posted:Hmm also. I only see it about bonus action spells (under casting times), so maybe it is that hosed! Yep, I think so
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# ¿ Jul 28, 2014 17:45 |
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treeboy posted:what are you guys talking about? using extra attacks for additional spells? Action Surge gives you an extra action, nothing to do with attacks. But yeah - taking 2 levels of Fighter to gain Action Surge to cast 2 spells in one round.
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# ¿ Jul 28, 2014 17:55 |
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treeboy posted:I'm...not sure about this. The rules regarding bonus action spells specifically state you can cast no other spells on your turn other than the bonus action spell, except maybe a cantrip. The problem is Action Surge says it gives an additional action and "maybe a bonus action" Right. Action Surge doesn't give an additional action and "maybe a bonus action" - it gives an additional action on top of your regular action and possible bonus action. So I think it works. A 2 level Fighter dip seems like a nice one for Wizards with some spell progression under their belt.
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# ¿ Jul 28, 2014 18:03 |
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ProfessorProf posted:It's the same problem I had with Final Fantasy 13 and Diablo 3: 4e cut out all the pointless obfuscating nonsense that got in the way of the same Core Experience that previous editions ultimately promised, but once it was laid bare, you just realize how much of the experience was made of pointless obfuscating nonsense, and how there's not really much left when you take it out. Holy poo poo. I feel like these last few posts have actually been kinda revelatory for me, too. This is exactly it. People are okay with playing a bad system if that system is presented in such a way that it hides its own badness.
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# ¿ Jul 31, 2014 21:49 |
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Lord of Bore posted:Putting this train back on the tracks Since February: Durable has changed from Con to 2x Con. Dungeon Delver is unchanged. Elemental Adept is unchanged. A Catastrophe posted:I'm all for 4e style design. But it's a game that needed a .5 and a sequel, and instead it got essentials and 5e. This is very true, too. I remember being ridiculously hype when 5e was announced - assuming that they would take 4e and build on it - and then just getting progressively less interested as more was revealed.
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# ¿ Jul 31, 2014 23:41 |
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Mike Mearls loves lolrandom monkeycheese wackiness, though. I believe he played a dwarven rapper in one of the 5e livestreams. Also, in the feats article he tells us: quote:in my current campaign I’m playing Kel Kendeen, a chaotic neutral wizard dedicated to chaos and anarchy. I took the Lucky feat, which gives me the ability to roll an additional d20 when making an attack roll, ability check, or saving throw, and choose which result to use. It’s extremely useful for getting out of tight spots, such as when I’m saddled with disadvantage or really need to make a roll. In portraying Kel, the Lucky feat fits him like a glove. As an adept of chaos, he constantly puts himself into dangerous positions—such as wearing a crown of ultimate evil or demanding an audience with the tyrannical overlord of a city—only to have things bounce his way. Fortune favors a fool, at least in Kel’s case.
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# ¿ Aug 2, 2014 00:18 |
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Flexible Attacks (13th Age) are really, really boring/weak/uninspiring. Like, the effects are most definitely not so strong that it would be overpowered to allow the player to decide when to use them. "Turn a melee crit against you into a normal hit... until the start of your next turn" "Reroll 1s on damage" "+2 AC" I mean, a class feature that was "you cannot be critically hit ever" wouldn't even be overpowered. Also, Skilled Intercept is pretty bad at letting the Fighter be a defender, they get no out of combat features, etc. The 5e Battle Master's maneuvers are significantly stronger and more relevant, especially since they can choose when to use them, get a damage bonus for doing so and blow them all in one turn for a nova if they want. Jack the Lad fucked around with this message at 11:38 on Aug 4, 2014 |
# ¿ Aug 4, 2014 11:34 |
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Generic Octopus posted:Thing I don't get is, 4e had the "simple fighter" thing with Essentials (you could argue they're not really that simple; I don't agree, but that's not the point I'm getting at). Slayers and Knights used just basic attacks, and their features were all some augmentation of the basic attack. Right. The 4e Knight was actually a super strong defender - right from level 1 you can slow and prone someone by hitting them with Hold the Line + World Serpent's Grasp, and you can do that to any number of enemies who violate your aura. Later on you can add stuff like Eldritch Strike + Battering Shield + Polearm Momentum. Other games just don't have options that powerful available to non-magical characters, and it sucks. Jack the Lad fucked around with this message at 17:10 on Aug 4, 2014 |
# ¿ Aug 4, 2014 17:07 |
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wallawallawingwang posted:Arggh, If Next actually wrote rules that matched the play style they TELL YOU TO PLAY Theater of the Mind would work fine, even as a tactical thing. Plenty of games of actual rules that tell you how to track positions in a meaningful way without using a grid or minis. Hell, some of the older editions kind of hinted at that sort of thing with ranks and marching order. Right. At the moment, it's "Can I reach the orc attacking the Wizard? What about the two attacking the Cleric? Could I engage those both at once? Is the one attacking the Wizard close enough that I could use my maneuver to push it 15 feet towards the Cleric and then engage it and those two orcs all at once? If I do that, will I provoke an opportunity attack from the orc shaman between the Wizard and the Cleric?"
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# ¿ Aug 4, 2014 18:51 |
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Piell posted:Anyone who recommends Pathfinder for beginners is an idiot. I would tend to agree with this. It's a system with a lot of bloat, a lot of baggage and a lot of actively and even deliberately bad design in the name of tradition and 'roleplay not rollplay'.
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# ¿ Aug 5, 2014 09:51 |
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The Battle Master's level 15 feature, Relentless, has been heavily nerfed. Before: If you start a turn with 0 Superiority Dice, regain 2. Now: If you have 0 Superiority Dice when you roll initiative, regain 1.
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# ¿ Aug 6, 2014 09:16 |
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DalaranJ posted:15th level is the level where the transmuter feature includes "you now have an infinite amount of gold" right? No, Transmuters get that (60,200 gp per 16 hours) at level 14. Along with the ability to reduce a willing creature's age by 3d10 years, remove all curses/diseases/poisons and restore someone to full HP, bring someone back from the dead or turn a 5 foot cube of one material into another material of equal or lesser value. e: Seems like these features may have been nerfed in the release PHB. They also get proficiency on Con saves at level 6, which saves them a feat and allows them to take Resilient for another save. Jack the Lad fucked around with this message at 14:51 on Aug 6, 2014 |
# ¿ Aug 6, 2014 14:39 |
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Daetrin posted:While I know D&D is a murderhobo game... Yep. The infinite gold thing has been removed (instead you can turn one nonmagical item into another of equal or lesser value) and turning materials into other materials only lasts 1 hour now. Panacea (remove all curses, disease, poison, regain all hit points), restore life (raise dead), and restore youth are still in, though. Every king will have a transmuter on staff, I imagine.
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# ¿ Aug 6, 2014 15:52 |
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The Inspirational Reading appendix is a lot better than I'd expected. I particularly like this title. Jack the Lad fucked around with this message at 21:21 on Aug 6, 2014 |
# ¿ Aug 6, 2014 21:12 |
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Wizard spells. Monk stuff. How about that level 20 feature? Warlock stuff. Jack the Lad fucked around with this message at 10:31 on Aug 7, 2014 |
# ¿ Aug 7, 2014 10:14 |
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Zombies' Downfall posted:Quoting in hopes it will convince Jack the Lad to post a picture of Wish Also, Enchanter wizards are pretty crazy: quote:Hypnotic Gaze: Choose a creature within 5 feet,creature must make a wis save or be unable to move, or act and is visibly dazed.
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# ¿ Aug 7, 2014 11:29 |
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homullus posted:4e combat is "disproportionately long" (and fun!) rather than "very, very long", and assumes the presence of the full party in each, which leads to a different sort of play experience. My turns take ~90 seconds resolve tops. "I move here and use [standard action power] [and maybe minor action power]" plus rolls and fluff. You'll have a problem if everyone is like "oh, huh, it's my turn? Wait, which one of those monsters is bloodied again? Who needs healing? Did I use my daily yet? Okay hang on let me decide what power to use" but that is not a failing of the system. When I GM I go around the table like "Jim you're up, Bob you're up next" and Bob decides what he's gonna do while Jim takes his turn. It's super easy. In terms of modifiers, go build a level 10 character and see how many fiddly/eont modifiers you end up with. If they really bother you it's easy not to pick any at all.
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# ¿ Aug 7, 2014 15:34 |
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Father Wendigo posted:I'm starting to think they're just screwing Martial-powered characters for no reason other than spite now. Great name for a capstone, too! Hey man don't be too down - they also get to turn invisible. At level 18. For 1 minute. And 4 ki points.
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# ¿ Aug 7, 2014 15:37 |
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petrol blue posted:It is a failing of the system if 4 of 6 players don't seem to have a grasp of it after two years of (roughly monthly) combats. I don't get how this could happen, especially with colour coding etc. I really, genuinely don't understand it. 4e's rules are intuitive enough that I was able to pick up and play without even reading them first. Once you understand movement, OAs, the four defences and the three actions - which can be explained in 5 minutes - you pretty much have it.
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# ¿ Aug 7, 2014 16:13 |
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I still haven't seen the final version first hand, but in the playtest it was:quote:Beginning at 5th level, when a creature that you can see attacks you from within 50 feet of you, you can use your reaction to magically compel the attacker to direct its attack elsewhere. You must choose to use this feature before knowing whether the attack hits or misses. If you use it, the attacker must make a Wisdom saving throw against your spell save DC. A creature that cannot be charmed automatically succeeds. On a failed save, the attacker must target the creature (other than you) that is closest to it. If multiple creatures are closest, the attacker chooses which one to target. The attack is wasted if no eligible targets are within range.
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# ¿ Aug 7, 2014 16:48 |
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Laphroaig posted:Ok, so it hopefully got changed or removed in the final version. Ideally they changed it to imposes disadvantage, things immune to charm are immune. The effect of Instinctive Charm is the same in the PHB as in the playtest; I'm just not 100% on whether any other limitations have been imposed, but it sounds like not. In the playtest, Wizards also had Aura of Antipathy. Like, as well as Instinctive Charm: quote:Starting at 2nd level, you radiate a magical aura that causes nearby attackers to doubt their resolve to strike you. Any creature within 10 feet of you has disadvantage on melee attacks against you while you can take actions. Creatures that cannot be charmed are immune to this effect. Jack the Lad fucked around with this message at 16:57 on Aug 7, 2014 |
# ¿ Aug 7, 2014 16:52 |
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The attack is wasted if no eligible targets are within range. If you're an eligible target when they make the attack, you are an eligible target when they fail their save. If they could fail and still attack you that line would do nothing.
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# ¿ Aug 7, 2014 18:08 |
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Here are a bunch more pages including the Rogue, Gnome, Half-Orc, Sailor, Charlatan and Gods. Half-Orcs aren't rapey any more!
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# ¿ Aug 7, 2014 18:44 |
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Stormgale posted:I love the level 17 of the assassin, they make a save or take double damage from your attack? Level 17 is when level 9 spells become available and the Wizard starts Shapechanging into a Balor. So not really.
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# ¿ Aug 7, 2014 18:50 |
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seebs posted:See, Magic is indeed very clear. But I have seen people who have been playing casually for years be *entirely unaware* of rules. (Like, two friends of mine who had been playing for maybe five years didn't know about mana burn. Although I think that's no longer a thing.) And I have spent time trying to figure out how things worked from the rulebook, and ended up not sure on occasion... But mostly, that is a very complicated set of rules. I mean absolutely no offence when I say this, but I am 99% sure you would have a different opinion if you had read or played 4e.
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# ¿ Aug 7, 2014 19:01 |
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Iunnrais posted:One of my friends is trying to convince me that 5e is the greatest thing, simply because of the Advantage mechanic of "roll 2d20, use the higher result". What do people think about this single mechanic? It's okay I guess? It's basically just +4/+5 but it also prevents the GM from awarding more granular bonuses.
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# ¿ Aug 7, 2014 19:30 |
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# ¿ May 14, 2024 10:06 |
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seebs posted:Roll with advantage: average 13.825 I think it's fair to say that most rolls in D&D fall between requiring a 6 and a 16.
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# ¿ Aug 7, 2014 19:41 |