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Iny posted:Okay, I'll concede that you guys have a point and also that the argument is incredibly stupid in any case and very definitely shouldn't be any sort of balancing factor, but hold on a second: in 4E Wizard AC is not bad; it scales with INT and wizards have really good utility defensive interrupts that are encounter based. you don't wear plate, but you can have AC that is comparable to plate wearers. In general, wearing plate doesn't mean high AC in 4E. In 5E, a single level of cleric makes you lose almost nothing and gives you full plate and a shield.
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# ¿ Dec 30, 2014 23:04 |
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# ¿ May 16, 2024 00:04 |
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gradenko_2000 posted:Crossbow Expert Feat: You forgot the feat to take a -5 to hit for +10 damage. The +2 to hit helps alleviate the penalty a lot, as does ignoring the penalty for being in melee. All in all its probably the strongest thing you can do as a martial. The bonus attack is just super good since its +dex modifier AND +10 damage. At the levels you can start this combo off at (level 4 for a Human), it is absolutely devastating. Starts to lose some steam as HP begins to scale up past level 10 of course, but everyone has that problem. Plus a shield and hand-crossbow lets you look like World War 2 captain america.
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# ¿ Jan 2, 2015 17:57 |
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Jimbozig posted:It seems we need more data on combat length. Lots of people say it's shorter, but they have mostly (all?) been playing at very low levels. The few reports from high levels that I have seen all report long combat times. But, in fairness, that might be partly due to inexperience with the complexities of high level characters. What complexity of high level characters? Do you mean longer spell lists? Because its not like Martial characters ever get more complex.
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# ¿ Jan 3, 2015 04:20 |
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mango sentinel posted:Rifts is the best setting even if the system is trash No its a bunch of garbage thrown together with a few novel, interesting elements and a whole lot of trash. I think calling it "pearls in mud" would be too generous. But everyone knows RIFTS was crazy and stupid, it never pretended to be anything but RIFTS. D&D Next was advertised differently, and promised different things as a game. The setting has always been D&D, which has now become "generic fantasy", which is funny because it isn't. It is very uniquely D&D.
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# ¿ Jan 8, 2015 15:59 |
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CobiWann posted:So here's my pre-gen...Half-Elf Sorcerer, level 6, Draconic Lineage (Brass), Empowered Spell, Twinned Spell, Defining Event (stood alone against a Banshee), Rustic Hospitality, War Caster. I'm not used to "spell points" and the like, but otherwise I'm definitely psyched for this Sunday. Yeah that is solid enough, you are not wearing full plate and a shield but not everyone can be an awesome Wizardman
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# ¿ Jan 8, 2015 16:32 |
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homullus posted:There's this character generator at least. Oh man it rolled me up a rad necromancer immediately, I can recommend this for the true powergamers of 5E: FRANK HUMAN WIZARD FROM A SMALL TOWN TAVERN WHO WAS RAISED BY GHOSTS
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# ¿ Jan 8, 2015 17:29 |
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Allstone posted:Yeah, it's a well known factor that 3.5's in-combat healing was a wasted action unless it was Heal. This is still true past a certain level in D&D Next; once you can cast Heal, pumping a lower level spell up with a higher slot is a waste when you can cast Heal instead.
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# ¿ Jan 12, 2015 19:45 |
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I honestly feel like all of the interesting 5E builds have been found, at least until the put out some splatbook with crazy crap it in a'la 3X. Who knows, maybe they'll put out an actual OGL (lol) and we'll have d20 D&D products flying around like crazy again. I can't imagine how bad they would be, given the loose design already on display - I suppose they can't be any worse.
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# ¿ Jan 12, 2015 23:50 |
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Kai Tave posted:It is a system problem when the system itself doesn't give clear guidelines and the designers tout "rulings not rules" as a universal cure-all. This is a perfect example of rulings-not-rules in action, you don't get to just cherry pick all the examples of GMs making non-lovely rulings and decide that all the examples like this guy don't count. Also you have very clear rules for certain things (damage, spells, etc) but not for "What you can reasonably expect to accomplish with skills". Its all a big mess anyway because skills still don't provide any narrative control to the player. quote:Players clearly succeeded and rolled high on a skill check. DM says they fail anyway. How is this a system specific problem? Why couldn't this happen in any other game system? You are so enamored with blaming everything on 5e. Pull that head out of your rear end. Calm down, bucko. There are no specific rules for what the player was attempting (getting a discount via persuasion). Hell, there is not even a "say yes, but" generic rules guideline for skills. The player rolled a high skill check. There are no rules for what that actually means with a lot of skills; the DM can set the DC ahead of time for a specific task, but "I talk to the guard. I rolled a 25 persuasion. Does he let me in to the castle?" - the rules say "The DM decides". There are certain suggestions, but its not explicitly "If you succeed, the NPC believes your bluff" or "The NPC is favorably disposed to you" or "You can narrate the NPC's reaction to your argument" etc. It just moves the response entirely to the DM's hands, who, in the rules, can just say "Nothing happens." - and be completely justified in the rules, because they tell the DM to decide. That is a 5E problem, because the game keeps telling the DM to decide and says to rule how you like it for your D&D, as opposed to providing clearer guidelines. This is across the board, from making monsters to adjudicating unexpected actions etc. In a perfect world the DM is cool and clever and just does it well. It doesn't always happen, and because the guidelines are explicitly written - designed - to be "its your ruling" - you are going to get lovely rulings. Its not like the DMG does a great job training a DM how to be cool and clever and amazing. Edit: Note that I think that "Its your ruling" can work fine - if there was clear and explicit guidance as to what TYPE and STYLE of rulings you should make. D&D 5E explicitly avoids this! D&D 4E had much clearer guidance on "saying yes" for example in the rules, and page 42 of the PHB (Actions the Rules Do Not Cover) was a great example of clear guidance on "what to do". Shame no one ever read it. Laphroaig fucked around with this message at 19:17 on Jan 20, 2015 |
# ¿ Jan 20, 2015 19:04 |
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ascendance posted:This is a huge gap in a lot of games that is not at all unique to D&D. I 100% agree with you. I just wish more games had that measure of narrative control written in and assumed on both sides. Its not a failing unique to 5E, but I personally wanted 5E to be better than any D&D before it.
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# ¿ Jan 20, 2015 19:18 |
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instead of just bashing 5E why don't we have a serious talk about fetuses as a material component, god this thread is just so anti for no reason
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# ¿ Jan 20, 2015 21:42 |
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i like how they never solved the problem of the value of flanking and positioning granting advantage and just threw it into the DMG as an optional rule, or told the DM to adjudicate it. good game design
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# ¿ Jan 22, 2015 18:21 |
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I think inspiration for Ideals, Flaws, and Bonds is a Good Idea and that if you don't include it as a reward for good roleplaying you are just shortchanging your games.
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# ¿ Jan 26, 2015 16:48 |
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My hope is that D&D Next isn't D&D Last. Until we see sales numbers we can't say for sure; WotC lays off people every December, regularly, so it doesn't surprise me that they trimmed staff (again). 4E's decline, as it were, is interesting as a quick google of "Why did 4E fail?" gets you articles from 2009, 2010, 2011 and 2012 - so I am wary of doing the same for Next. My general thoughts that no one asked for on D&D:
I've played Next from levels 1 to 7 with a range of characters. The game is basically just boring by itself, the encounter and monster design is a massive step backwards, and Spell Descriptions take up half the core book. The DMG is uninspired. The base philosophy of the game, Rulings not Rules, would be great if the actual Rules parts didn't feel so goddamn LAZY. Thats my nerd analysis.
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# ¿ Jan 29, 2015 16:14 |
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They were missing a rocking soundtrack
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# ¿ Jan 29, 2015 20:28 |
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CaptainPsyko posted:In fairness, this is also exactly what they did 7 years ago when they released 4E, aside from needing the "why are our sales so lovely?" Followup. Gonna chime in here and say drat was pathfinder's marketing campaign about this good. Considering its in the nerd hivemind now, well done Paizo. Like people have said, everything in 4E is an evolution of late 3.5, expanding and building upon ideas from the last books while fixing serious core mechanical problems with the system. Things like fixing action economy, fixing spellcaster supremacy, fixing monster design, fixing encounter design - 4E is basically 3.5E with a lot of major complaints of the system addressed.
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# ¿ Jan 30, 2015 01:25 |
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I also backed it, I hope this is as successful as many other goon projects ha ha ha ha ha ha ha ha
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# ¿ Jan 30, 2015 23:15 |
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I don't see why you couldn't tie in place or mount your skeleton crossbowmen directly onto the Skelephants, creating a terrible monstrosity of fused bone. This would give the skeleton crossbow users clearer fire lanes, and directly improve their mobility. Plus I am pretty sure you could fuse 10 or so human skeletons to a Skelephant like some kind of horrific crown-roast, and/or just tie them to stakes that are then fixed in place into the Skelephant; they wouldn't need legs, just torsos, heads, and arms, so they could pivot 360 and have a full range of firing. This significantly helps on bringing multiple skeletons into a dungeon environment.
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# ¿ Feb 2, 2015 17:54 |
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There is no build advice to give. There are no builds. Rogue, normal non-magic guy, is basically kind of crap compared to the other options that do the same things. Make a rogue. Pick a race you like. Put your stats in DEX and CHA. Pick a weapon you like. Pick a background you like (criminal? con artist?). Pick skills you like. Done. At level 3 choose Assassin path. You are not going to be any better or worse than any other rogue. Bard and Warlock are off the table because they use magic so there really is no advice to give. Both of those classes are better at being a con-man btw.
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# ¿ Feb 2, 2015 23:09 |
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moths posted:It really is 3.pf Essentials. I have to say the huge and complete lack of options and choices, compared to previous D&Ds, certainly makes building a character faster. How come no one is vigorously complaining that 5E is dumbed down D&D for WoW babbies though? Again, but gently caress me if Paizo's marketing campaign wasn't the slickest poo poo since butter on bread.
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# ¿ Feb 2, 2015 23:14 |
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Sage Genesis posted:Wait, so... Changeling can polymorph into people. DM's call.
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# ¿ Feb 2, 2015 23:17 |
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goatface posted:Polymorph (the spell) is explicitly into a beast (i.e. an animal), you can't use your hands or speak because you are now a dog. That's up to your DM.
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# ¿ Feb 2, 2015 23:28 |
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Die Laughing posted:You loving spergs. He doesn't care about what you think is better than a rogue. got anything to contribute about rogues in D&D or D&D next or did you just come in here to take a poo poo and tell us that you were a big boy? just because its got the name 'rogue' doesn't mean it lets you mechanically do the kinds of things that we associate with rogues; the label on the box is a misleading. If you just want to roleplay the class label doesn't matter, so I focus on mechanics in a system first and then just roleplay the thing I want to be second. 30.5 Days posted:Hiding in combat has always been basically DM fiat (except in 4th), but because they weirded flanking, people are just now starting to notice that in 5th. and 4E's rules of hidden club were strange and arcane. still the best stealth-in-combat rules of any D&D so far Laphroaig fucked around with this message at 00:42 on Feb 3, 2015 |
# ¿ Feb 3, 2015 00:38 |
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Generic Octopus posted:You don't have to be, but they're better at everything. Pretty much. Also everything the rogue can do, like disguises or hiding, is duplicated with spells, except your average DM will nod their head approvingly at a spell but come down hard on use of skills. In this thread, multiple players have complained about, or DM-goons have asked advice on how to handle, the following: Hiding in combat Using persuade to get past guards How perception, investigation, and trap detection works How to use disguise kits/disguises Each interaction with these rules elements has been along the lines of "The rules are unclear so I rolled a die and then my DM told me no." Hiding - invisibility spells Persuade - Charm spells Traps/Detection - Owl familiar is a tiny radar array with its 18 passive perception. Find Traps the spell exists. Disguise Kits/Disguises - Alter Self / Polymorph line of spells Spells are explicitly written as to what they do. Skills are a constant game of DM-may-I. I think you can play the skill dude or dudette; but before you sit down for the campaign go over what your skills do and do not let you do, and the kind of DCs the DM wants. Get the DM to commit to this in writing so they understand that you expect to be able to contribute as much as a magic user would. quote:"Lol I remember when I though you should do A, A is so terrible, you should only do B. Anyone who disagrees with me is wrong and bad". which was said by literally no one. D&D Next has serious issues with character agency because spells let you do X but skills require "DM's Call." I've seen 4 different DMs, in play, handle skills 6 different ways (two changed how they did it after a few sessions). If your concept is skilldude you have to really explicitly get buy in on what skilldude can and cannot do. The scope of what skills let you do is going to vary dramatically from one DM to another. Spells do not have this problem. Laphroaig fucked around with this message at 03:38 on Feb 3, 2015 |
# ¿ Feb 3, 2015 03:33 |
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Kitchner posted:Yeah I will agree with this though, but I think that's a mixture of DM problems and lovely written rules. If you have a DM who says "right, here is how stealth is going to work, as long as you follow these rules we're talking about now you can use it however you like" then that's cool, if you have a DM who is fussy about some stuff it's easier to go "Well I cast the invisibility spell, I rolled X which means it works, I am now invisible. It says so in the rules". I agree about the DM fussyness; if not for the fact that there was literally a dude in this thread complaining about how his DM was loving his class feature over on the disguise thing, I'd even agree that the disguise feature is clearly written as to how it works. Some people just can't get over non-magical poo poo being convincing and/or possible. See: the entirety of the Pathfinder design team. I go out of my way to make poo poo clear when I run as to what I let skills do (a whole lot) so that players use them in cool ways.
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# ¿ Feb 3, 2015 03:44 |
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AlphaDog posted:You don't have to be a caster. NameHurtBrain posted:I like the base of the game really, and because I got a game design bug, I already have like 10 pages of a word document focused on balancing the game, trying to make it fair for mundane characters. I know there's been a thought of 'just play something else', but I started drat it, and there's some sunk cost fallacy going on here. how about if the non-casters got, like, explicit powers that had clearly defined mechanical effects on-par with spells. and maybe there could be a Tome that contains these techniques. a tome that describe how to fight, a tome that describes how to battle. A tome of battle if you will. seriously these problems existed and were fixed nearly a decade ago. Tome of Battle was published in 2006. D&D Next is a literal 14 year step backwards in major areas of game design. Conversationally, that means that the average 30 year old D&D player would be stepping back to the D&D they played when they were 16. which is why, as lazy as next feels, i also feel that it is entirely deliberately lazy. Laphroaig fucked around with this message at 04:45 on Feb 3, 2015 |
# ¿ Feb 3, 2015 04:43 |
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P.d0t posted:Play something else or make your own game. even if you never get a working document, you will dare to dream of a game that you actually like. you'll identify what game elements you and your group of friends you play with care about. once you know those elements, you can emphasis them in any game you play. its a worthwhile exercise to just draft up a wishlist of what your perfect game would be like. Hell, you might even find impossible contradictions and then have to make compromises. in any case it will be closer to "The D&D thats right for you" than Next will ever be.
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# ¿ Feb 3, 2015 04:59 |
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Why exactly would I ever need to roll a skill check when I can solve any problem in game with over a hundred skeletons mounted on skelephants?quote:You're describing a lot of limitations on disguise self. "It doesn't work in the rain because you don't look like you're getting wet" isn't mentioned anywhere in the spell description unless the spell description is really different than what I remember. I like this approach because gently caress it, who cares. Disguise self and Knock shouldn't even be loving spells.
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# ¿ Feb 3, 2015 16:19 |
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ProfessorCirno posted:This has been the most solidly 3.x I've seen the discussions around here get. Oh man that reminds me of some excellent Adventure Advice this guy had for running a D&D Next campaign: September 2014 http://projectmultiplexer.com/2014/09/07/on-the-unloading-a-pair-of-magic-boots-and-troubles-therein/ 3.X As gently caress posted:While killing an ogre for the local Baron for a quick pickup of 100gp, the party offs the ogre’s buddy, a nasty little goblin. This guy was a real jerk. Once he was good and dead – the fighter stabbed the goblin extra for good measure – the party did what adventuring parties do. They rolled the bodies. Among the handfuls of copper pieces, a few unusable weapons and a convenient cache of crossbow bolts, the party discovers the goblin was wearing a pair of Boots of Striding and Springing. Also: ActusRhesus posted:Also, I was looking for a little more than "write rogue on character sheet. Pick assassin." Skill expertise? Feat Selection? Benefits to one race vs. another? I get it, this game isn't as micro-managey as 3.5 was. But I was looking for some practical advice from people who have actually played the class, not "hey the rule book says assassin gets to use disguises so pick that." I can read. OK here is the second result I got on google, it looks like its got exactly what you want: http://www.dungeonsampdragons.com/bounded-advantage/2014/07/13/how-to-build-a-rogue/ I have read all of this post and verified the math the dude-man is using. the explanation of tactics, equipment, skills and races is on point. The practical advice we were trying to give you is that rogue, in play, doesn't feel right. You find yourself being overshadowed with skills by a Bard; you find yourself being overshadowed in combat by any class that gets multiple attacks. Its just not that great. I liked the Playtest rogue more. Simply put I just don't find the current rogue that compelling and everything it does, some other class can do better. If you want to write "Rogue" on your character sheet, and want advice on how to do that while playing the concept of the rogue, its a class based game. You made the largest and most important choice, class, already. The rest is window dressing. Take DEX CHA. Take skills you like. Make sure to put Expertise in stuff you want to have a higher roll with. Keep in mind that rolling high has little meaning because skills don't do more stuff with higher rolls. Laphroaig fucked around with this message at 23:30 on Feb 3, 2015 |
# ¿ Feb 3, 2015 23:17 |
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AlphaDog posted:I really do want to play a warlord, or even a fighter that gets followers. Just start doing Warlord things in game. Sounds like persuasion rolls mostly. I'd go STR/CHA Fighter obv, you want a background that lets you take Persuasion, then just make one of thems rolls and let the DM figure it out from there. I mean why else have a DM
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# ¿ Feb 4, 2015 07:36 |
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AlphaDog posted:If you can find me a DM/group that will let me roll Persuasion during combat to give an ally advantage to attack rolls for a round or two, I'm in. Also Persuasion to let your ally spend hit dice in combat, also Persuasion to grant an ally an attack im sure the vast majority of players, groups and DMs coming from 3.X to -> D&D Next will be ready to embrace this seriously why do you even need rules? what you really need is rulings. and not rulings by the lead designer or rulings written in a book, but rulings made up on the spot by the whim of your DM nothing else is really D&D when you get right down to it
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# ¿ Feb 4, 2015 08:42 |
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Kitchner posted:I joked about this not being mechanically supported but it is. this is a pretty good example of what we discussed earlier; the absolute best way you can build a martial warlord in 5E is just total crap compared to what the warlord of 4E or White Raven Style crusader/warblade of 3.X were like and capable of its also pretty bad compared to what a cleric can do but its the best you can build within the constraints.
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# ¿ Feb 4, 2015 18:12 |
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OneThousandMonkeys posted:I am pretty sure if you just swept everything under the table and went "you can use all your dailies 1/encounter and get unlimited superiority dice" 5E is suddenly a much more fun game to play. Cool, I would enjoy using my daily spells 1/encounter. That is a lot of skeletons/fireballs/meteor swarms.
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# ¿ Feb 4, 2015 20:10 |
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Failboattootoot posted:The heal that takes a bonus action is utter trash. So is cure wounds for that matter. Just like 3rd ed, the only worthwhile heal is... heal. yeah I am playing at level 6 and the value of healing spells in combat is to bring someone up from unconscious. But it takes up the bonus action I could be using to have my skeletons shoot at things.
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# ¿ Feb 4, 2015 22:30 |
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Trast posted:I'm not saying that the complaints are invalid. It's just that some of you guys come off as really cranky about it. We are heavily invested in roleplaying games and D&D. Its one of our favorite modes of gaming, and we play it a lot. In short we care too much about our dumb elf nerdgames. But we care. So when its not as good as it can be, or when its worse than it used to be, we care. A good group makes pretty much any game better; the same goes for a good DM. Even the best system won't work if the group is dysfunctional. However, you are not having as much fun as you could be having. The game has flaws which mean that behind the scenes, either the players or the DM have to do extra work to make things fun and lively. Generally, its the DM who has to. The reason the game has flaws is because conscious design decisions were taken to re-introduce systemic problems into a game that had been moving away from those problems. Here are three major examples: How encounters are built. How monsters/traps/challenges are built. How skills work, specifically, binary pass/fail and no concrete skill mechanisms. All three things above are hard to design. Instead of working on designing them, the D&D Next team led by lead designer Mike Mearls choose to move the hardest parts of the design into the hands of the DM. What does that mean? It means the DM has to do more work. It means things are harder. Further, instructions on how to DM, how to make the calls, what implications different calls would have, was handwaved to "Just make your call to make it your D&D." Lazy. Lazy lazy lazy. This game has a significant problem with reaching out to new players. Huge numbers of nerds have gotten into board games and RPGs. Yet D&D has steadily increased; it has not grown by the influx of new players. Why? Because Wizards relies on the previous generation of DMs to teach new DMs. Because the D&D Next products just don't do a good job of teaching DMs how to run the game. Because the D&D Next rules are really lazy, and instead of providing guidance or rules, instead entirely relies upon "an experienced DM making rulings." So as players, we look at the game and say "How does X work?" and the answer is "Ask your DM." So as DMs, we look at the game and say "How do I make X work?" and the answer is "Make it up yourself." Barely any guidance on how to make rulings is provided. These are not good answers given that this is supposed to be the biggest and most professional RPG on the market.
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# ¿ Feb 5, 2015 05:24 |
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ActusRhesus posted:Also chuckling at a discussion that went from "magic users are gods" to "rest periods are unfair" sorry you don't get to spam fire ball or whatever. You are not reading the thread. No one is complaining about rest periods being unfair to magic users - they are pointing out that the idea of balancing casters out with rest periods is not a good mechanic for a lot of different reasons, and the idea that fighters/rogues should ALSO have to rest just doesn't make any sense if the purpose of rest is to balance out caster power. Then people started a general talk about the philosophical merits of downtime, and it was pointed out that D&D (and D&D Next) don't have good mechanics for it. Kitchner posted:Why would you even bother with a horse that wasn't a skeleton? Sadly there are no rules for turning everything with a skeletal structure you encounter into a skeleton. Your DM would have to make a ruling on whether, and how, the Necromancer can turn the horse skeleton into a skeletal steed. Laphroaig fucked around with this message at 16:49 on Feb 5, 2015 |
# ¿ Feb 5, 2015 16:19 |
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Kitchner posted:There's a 3rd level necromancer spell that can reanimate a skeleton and it is bound to your will for 24 hours. So you need to buy a horse, kill it, skin it and remove all the meat, wash the skeleton so it looks cool and not bloody. Maybe bleach and polish the bones too. yeah except the spell Animate Dead that you are referring to doesn't do that. code:
Laphroaig fucked around with this message at 16:55 on Feb 5, 2015 |
# ¿ Feb 5, 2015 16:52 |
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Tunicate posted:Just put two human skeletons in a horse costume. Payndz posted:Can you make a horse-mummy? Depends on if the illusion clips through the floor or not or since its a horse, if the illusion CLOPS through the floor
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# ¿ Feb 5, 2015 17:05 |
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Kitchner posted:Well if DnD isn't going to mechanically support my skeletal steed that lives inside the rib cage of my skeleton elephant with my character without slightly altering the rules then I don't see a reason why I should play the game so the design space already has two spell elements in it: animate dead and create undead the monster design space has: skeletons, zombies, mummies, ghasts, wights, ghouls so the easy way to do it is, take what you can make with Create Undead and figure out the value of a Skelephant based on the how good 4 ghouls would be. then set the skelephants stat block to be equal to that. Or something similar. now you just have to consider the relative strength of the action economy of 4 lesser undead vs. 1 larger undead, and see if the higher level slots of the spell to make wights/mummies etc respect that, or if the spell Create Undead is itself fundamentally flawed. of course the rulebook does not describe how to do this, or make suggestions on how to do this, and I only have the vaguest idea on how to do it because its not my first skeletal steed rodeo. a good game whose stated goal is that you can tinker with it, slightly altering the rules to make changes you want, would have guidelines for that tinkering. D&D Next really does not have these guidelines and that is a major flaw. but don't worry i am sure there will be a module.
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# ¿ Feb 5, 2015 17:45 |
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# ¿ May 16, 2024 00:04 |
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ActusRhesus posted:I read that the same way...because grammar...you would just need enough bones to make an approximation of a horse...even it it was a horse made out of human femurs. Whatever. it's horse enough. Hehe, hoof-skulls. And yes, welcome to the Triumph of Natural Language in D&D Next. Please enjoy the hours of endless pointless arguments
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# ¿ Feb 5, 2015 19:00 |