Mostly a question for those who still run and played 5E and generally have had a positive view of 5E from the outset.
I've owned and run DnD 5E for quite a few months now and feel I have a pretty good handle on how it works and how to run it in general.
I've owned all 3 core books for quite a while (PHB, MM and DMG), read through them and use some of the alternate rules I like from the DMG and PHB.
So I'm in a pretty comfortable place.
Aside from some things that feel kind of clunky and sort of shoe-horned in, such as kit proficiencies, I really like 5E.
I had a few weeks break from running DnD and tabletop RPGs in general up until very recently, as life got very busy, so I was a little concerned about running DnD on Sunday just passed, as I wasn't sure if If forgotten the rules etc.
Not the rules generally, just those little gotchas here and there that come up when someone wants to try something unusual.
I was VERY pleasantly surprised to find that it was like riding a bike... It's just really easy to pick back up and the system flows very nicely.
I did have to reference spells from time to time. but one of the other players has bought the core 3 books set anyway, so we have 2 sets of rules at the table now.
All in all, if anything, especially with the DMG, I'm liking 5E more than ever.
I asked all the players their views and they all really enjoy getting into the Fantasy RPG trip and just having a laugh.
It's SO easy to determine on the fly how the rules work when unusual things happen, as the system is simple enough, but very flexible.
I noticed I didn't have one single debate about how a spell or rule was applied. it just all reads pretty clearly.
So I still give it a 9 out of 10. It's not perfect, but it's darn close and there's so many options to tune for your own tastes, even the things that are slightly annoying can be ironed out.
So, for those who generally had a positive view of 5E how's it going for you? Still liking it?
Relatively easy to run with a reasonable plethora of PC options. It provides a solid DnD experience while not having the system get in the way. I expect it to remain my goto system for years to come.
I have DMed:
1. Legacy of the Crystal Shard;
2. Lost Mine of Phandelver; and
3. Vault of the Dracolich.
I have played the first half of Hoard of the Dragon Queen.
I am enjoying it and find it provides a solid D&D experience. There has been some tarnishing with time. I find DMing 5e to be more pain than I want these days TBH and the playstyle still less freewheeling than I prefer.
Quote from: Skywalker;833280I find DMing 5e to be more pain than I want these days TBH and the playstyle still less freewheeling than I prefer.
That's interesting, as I find it really comfortable to run and really smooth.
If anything, it seems easier to run than ever.
I wonder if that's something to do with I used to run Pathfinder extensively in the past.
I quite enjoyed PF at first, but over time, especially with all the extra books, it just became a pain to run.
Eventually when the party got to 12+ level, I abandoned PF for other RPGs as it was so complicated and clunky and didn't really come back to DnD until 5E, which was a huge breath of fresh air and a big step down in complexity and clunkiness.
Still, I hear where you're coming from.
Historically I loved RQ, RQ2, Legend, Rolemaster and lots of pretty complicated systems.
I browse the books now and think "I can't be bothered with this"...
Much the same, a 9 out of 10. The MM and one tiny element from the DMG for me drag it down from a 10.
Plays really well and I really enjoy DMing it and playing it.
Quote from: Omega;833283Much the same, a 9 out of 10. The MM and one tiny element from the DMG for me drag it down from a 10.
Yeah the MM was a bit of a disappointment in that is was referenced very badly and useful tables etc were missing.
That was fixed with the DMG, but I don't understand why they didn't just put it in the MM, as those tables in the DMG that reference the MM only will be useless when the MM2 comes out.
I played in a campaign of it online... it was ok.
I know I like it more than Pathfinder (playing a sorcerer in both)... but it's not something I'm going to seek out or purchase. I do like some of the options in the DMG though.
If our regular Wednsday group voted to drop PF and go 5e I'd see that as a positive.
Quote from: danskmacabre;833288when the MM2 comes out.
If a MM2 comes out. So far they seem content to leave that stuff to the modules.
I'm loving it so far (never played, I've only Game Mastered). Rather simple to run and whenever we crack open the book to verify how something works it always turns out to be super simple (as in, we could've just made a simple ruling and it wouldn't have been that different).
I've read a lot of negativity threads on the Big Purple and have felt that most of those complaints could have been fixed with minute house rules (or any of the variant rules in the DMG). I think that some people out there should really stick with 4e.
Been running a lot of OSR material thanks to the DMG table on broad monster stats by CR (typically I'm just handwaving it and converting HD into CR and it's been working rather well so far).
Edit: My players have agreed to playing it RAW for now to test it out. Next campaign will be house ruled a bit and using several variants from the DMG.
As a player: played in an adaptation of the Wrath of the Righteous adventure path for Pathfinder. Good fun, fast play, ended in a fair TPK.
As a GM: Currently 12 sessions into an Eberron campaign. It's better than 3e, faster than 4e, still has balance issues but whatever, good times, very flexible and really does accommodate mixing combat, exploration and intrigue. I'll run this campaign again for another group with a few house rules.
Debating if I should stick to theater of the mind for this system. Really want some errata and boosts to some of the weaker character options, but it's ambiguous when/if we're going to get any.
I've GM'ed 25-30 sessions and have played a similar number. I was part of the playtest of Next, and entered the whole 5E experience feeling positive about the game.
Still positive about it.
I have found a few things that I dislike, mostly the fact that many of the non "core four" classes seem to be overpowered, but overall I'm having a great time with the game. I'm running my game at the local game store so I have to use everything in the Player's Handbook, but if it was all up to me I'd probably go with the free download Basic rules.
My favorite version of D&D is white box OD&D, but I'd put 5E and AD&D roughly tied for second.
Well, I'm liking it, but the magic/spell system has real issues.
I find the cleric is casting cantrips every round (Sacred Flame ftw!), along with bonus action healing spells, except when he starts firing off some pretty amazing damaging spells. The cleric is basically an armor-wearing wizard with healing now.
I find the real issue is the deadly combo:
1) Extra, extra, spells for spellcasters.
2) Absolutely no way to stop spellcasting.
3) Easy to cast multiple spells per round.
4) Higher damage on spell output.
We're back in "pretty stupid not to be a spellcaster" territory again, and broken spells (polymorph, wizard eye, some cantrips and many rituals) are pretty problematic, starting around level 7.
Consider the devastation when a party of level 4 characters meets a level 5 wizard, with no special abilities.
The wizard's effective AC can easily be 19 (shield, mage armor, dex bonus), so he's almost certainly going to live 2 rounds. There's basically no way to prevent the wizard from casting two, 8d6, fireballs. Now, only an idiot makes a 5e character without a good Dex bonus, so it's quite reasonable to make one of those saving throws, but both is unlikely.
So, the whole party is pretty much guaranteed to take 12d6 damage (yes, there may be one character with evasion). That's enough to bring most characters to 0, and kill any character that is a little unlucky enough to fail both saving throws (around 25% chance, so that's a death for a typical 4-character party). Give the wizard any special abilities like a PC wizard would have, and we're talking real trouble here.
And that's a single level 5 wizard, probably not a CR 5 encounter by the rules....and he'll even have enough spells to make a getaway. Now, certainly you can niggle with particular classes and particular abilities, and certainly if a character simply runs away that'll avoid a TPK, but the fact remains, this isn't an easy fight, and it won't take much (a decent initiative roll by the wizard) to have a character or two die.
And that's just if the wizard lives 2 rounds, toss in a few extra rounds and multiple PC deaths are likely.
So, yeah, the magic system has some real cracks in it. I'm thinking about simply removing "enemy wizard" as a foe, and tossing in alot more magic-type resistances to monsters (is anything in the game resistant to sonic damage?).
I was involved with the playtest and have run a couple adventures since 5E was officially published. Still enjoying it. However, I must say I'm more excited about playing in an upcoming campaign of Princes of the Apocalypse that one of my group is DMing than in DMing myself anytime soon.
I ran a campaign of 4E Essentials between when I started playtesting 5E and when 5E was published. I never thought I'd miss something about 4E, but I miss the ease of DMing. The 4E stat blocks are simplicity itself. With 5E, we're back to cracking other books to reference monster abilities and - especially - NPC spells. Feels like a step back to me, and my dislike is a symptom of my ever-diminishing tolerance for complexity and look-ups while I DM.
On the other hand, I don't think I've ever been more excited to make up a PC than I am with the 5E PHB. Tremendous amount of cool ideas and customization available without much complexity. Maybe this will be the edition that I experience and enjoy more as a player than a DM.
I've just started playing in a campaign, it's a lot of fun and a good change being on the other side of the DMs screen. Bards are AWESOME! Though it is kind of 'rocket tag'-ish at the level we're at (2nd), having run a group to around 5th I know it evens out as you go along.
I've got no complaints.
Quote from: Doom;833337Well, I'm liking it, but the magic/spell system has real issues.
I find the cleric is casting cantrips every round (Sacred Flame ftw!), along with bonus action healing spells, except when he starts firing off some pretty amazing damaging spells. The cleric is basically an armor-wearing wizard with healing now.
I find the real issue is the deadly combo:
1) Extra, extra, spells for spellcasters.
2) Absolutely no way to stop spellcasting.
3) Easy to cast multiple spells per round.
4) Higher damage on spell output.
We're back in "pretty stupid not to be a spellcaster" territory again, and broken spells (polymorph, wizard eye, some cantrips and many rituals) are pretty problematic, starting around level 7.
1: er, what extra spells?
2: yeah. This is an issue. The spell is either insta-cast or takes so long that castin it in combat isnt an option. Concentration spells though are still vulnerable.
3: er? since When? My Warlock cant?, the Wizard cant?
4: Yes, no, maybee. We did the math and within certain limits a fighter and a wizard nearly even out. The wizard can do alot of damage all at once. But may not be able to d that again for the est of the adventure depending on what was prepped.
Polymorph isnt broken if you play it as its written. Its got some potentially severe drawbacks.
I was meh to 5e before it came out.
I am currently DMing PotA after playing a bit.
Still meh to 5e
Quote from: Doom;833337And that's a single level 5 wizard, probably not a CR 5 encounter by the rules....and he'll even have enough spells to make a getaway.
That wizard would be a CR3. They have them there types in PotA.
After several months of 5e play, I've switched my campaign to a heavily homebrewed iteration of Exemplars & Eidolons incorporating certain features of Stars Without Number.
5e's great for running a classic D&D campaign, with all the trimmings and tropes and sacred cows. That's not what I want to run, though, and I decided that 5e, while a fine game, is not a one-size-fits-all fantasy system.
In particular, E&E is just far better at creating the high- to epic-tier Zelazny- or Malazan-esque quasi-deities around which my campaign centers. Plus, SWN's Faction rules and E&E's Influence mechanic are jointly a godsend for large-scale socio/economic/political intrigue, culture-hero-ing, and civilizational manipulation.
That's in no way a knock on 5e. I'll happily join in as a player, but E&E's far easier to adapt to my idiosyncratic GMing preferences.
Run some 5E but mostly played it, current ongoing campaign is a quite smooth Planescape conversion. In those games I've played, I've typically found it works quite nicely - it's about as freewheeling as the players are willing to make it (and the design of PCs seems set up to gently encourage this) whilst providing just about all the character gen options I'd want for a "classic" D&D experience, and a clear enough design that it should be eminently adaptable to a range of settings.
Quote from: Omega;8333633: er? since When? My Warlock cant?, the Wizard cant?
I think he's talking about the case where you can cast a spell as a bonus action (e.g. Healing Word), and then you are allowed to cast another spell with your remaining action if that additional spell is a cantrip and has a castng time of one action.
Honestly, I'm enjoying it less and less. The day after tomorrow I'm running the last game of a 20 session campaign, and what seemed like minor quibbles with the system have become full-blown holes in the system.
It all comes down to: The PCs have too many fiddly bits. There is too much magic; spellcasters each get an armoury of cantrips, and everyone even still has a preposterous bag of special little exception powers of which they can hardly keep track.
The reward of roleplaying should be the experience, not fiddly bits.
//Panjumanju
Quote from: Panjumanju;833403Honestly, I'm enjoying it less and less. The day after tomorrow I'm running the last game of a 20 session campaign, and what seemed like minor quibbles with the system have become full-blown holes in the system.
It all comes down to: The PCs have too many fiddly bits. There is too much magic; spellcasters each get an armoury of cantrips, and everyone even still has a preposterous bag of special little exception powers of which they can hardly keep track.
The reward of roleplaying should be the experience, not fiddly bits.
//Panjumanju
3E/PF/4E have even more though. Did you not run games with those?
I'm two sessions in and I like it well enough. It's not a breeze like TSR or OSR D&D, nor as colorful as WFRP, nor as brutal as Runequest or as forgiving as Savage Worlds. But it's the current edition of D&D and, more so thanthe last two, it's a game I'll play. Which I suppose is what they were aiming for all along. Looking forward to see how the game will turn out later on.
Quote from: Doom;833337I find the cleric is casting cantrips every round (Sacred Flame ftw!), along with bonus action healing spells, except when he starts firing off some pretty amazing damaging spells. The cleric is basically an armor-wearing wizard with healing now.
Yeah, and this kind of sucks. After my first character (Human Paladin) died when I tried to pull a nearly suicidal gambit that went, er, actually suicidal, I decided to roll a Cleric because the guy playing our go-to healer (an Elf Druid) couldn't make it.
I wanted to roll a Storm or War Cleric and crack some infidel skulls with a warhammer, but I suspect I'd get my ass handed over to me pretty quickly, based on how quickly my previous character went down against a few low-level monsters. So I rolled a Half-Elf Cleric of Light and hanged out in the back of the party, clad in scale and shield, firing off [strike]holy laser beams[/strike]
sacred flames like it was going out of style. When melee clears up I go around tending to the wounded like a good ol' Cleric. *shrug* It's a living, but I miss the days Clerics could hold out on their own in melee.
Quote from: Doom;833337I find the real issue is the deadly combo:
1) Extra, extra, spells for spellcasters.
2) Absolutely no way to stop spellcasting.
3) Easy to cast multiple spells per round.
4) Higher damage on spell output.
Your concerns seem valid at a glance; I admit to not having
really delved into the mechanics yet, but it does seem a lot like 3e's caster supremacy issue. I'd guess a Rogue sneaking up on the Wizard and sneak-attack skewering him on a pair of short swords would be a fine trick. But this...
Quote from: Doom;833337"pretty stupid not to be a spellcaster"
...and this...
Quote from: Doom;833337only an idiot makes a 5e character without a good Dex bonus
...put us back in :rolleyes: territory.
Quote from: Doom;833337Well, I'm liking it, but the magic/spell system has real issues.
I find the cleric is casting cantrips every round (Sacred Flame ftw!), along with bonus action healing spells, except when he starts firing off some pretty amazing damaging spells. The cleric is basically an armor-wearing wizard with healing now.
I find the real issue is the deadly combo:
1) Extra, extra, spells for spellcasters.
2) Absolutely no way to stop spellcasting.
3) Easy to cast multiple spells per round.
4) Higher damage on spell output.
We're back in "pretty stupid not to be a spellcaster" territory again, and broken spells (polymorph, wizard eye, some cantrips and many rituals) are pretty problematic, starting around level 7.
I have to say that I am not a fan of the pew-pew that was brought forth into the 5e base rules. Not my cuppa AT ALL. However, I can disengage that gear and still enjoy the game. With regard to your point #2, I disagree, and provide examples below.
Quote from: Doom;833337Consider the devastation when a party of level 5 characters meets a level 5 wizard, with no special abilities.
The wizard's effective AC can easily be 19 (shield, mage armor, dex bonus), so he's almost certainly going to live 2 rounds. There's basically no way to prevent the wizard from casting two, 8d6, fireballs. Now, only an idiot makes a 5e character without a good Dex bonus, so it's quite reasonable to make one of those saving throws, but both is unlikely.
So, the whole party is pretty much guaranteed to take 12d6 damage (yes, there may be one character with evasion). That's enough to bring most characters to 0, and kill any character that is a little unlucky enough to fail both saving throws (around 25% chance, so that's a death for a typical 4-character party). Give the wizard any special abilities like a PC wizard would have, and we're talking real trouble here.
High AC isn't anything near 2 round immortality. I have been in this exact situation (a party of 5th level meeting an enemy 5th level wizard) as a player twice. Actually, the first time the party was a mix of 4th and 5th level characters.
Here are the things that can, and actually did, prevent the wizard from casting fireball.
- Command (1st level Cleric spell)
- Silence (2nd level Cleric spell)
- Counterspell (3rd level Wizard spell)
- Sleep (1st level Wizard spell, cast as a second level spell in my particular case)
- A 5th level Rogue with Assasinate
Quote from: Doom;833337And that's a single level 5 wizard, probably not a CR 5 encounter by the rules....and he'll even have enough spells to make a getaway.
And that's just if the wizard lives 2 rounds, toss in a few extra rounds and multiple PC deaths are likely.
I'm not saying things can't go badly when faced with a fireball tossing wizard, but I don't think it's as bad as it seems to you.
Semi-related tangent: In my groups, there are a total of three clerics, only one of which has combat cantrips. This is probably not representative, but I toss it out as anecdotal evidence for what that's worth.
Out of curiosity, what cleric spells are you seeing used for big damage? One of our clerics is a tempest domain cleric, and shatter is pretty damn blasty, all without having to be prepared. Very wizard-like.
Quote from: mAcular Chaotic;8334043E/PF/4E have even more though. Did you not run games with those?
You are correct, there were even more fiddly bits with 3e/Pathfinder. (I never tried 4e). Compared with 3e and its affiliates, I prefer 5th edition. But as I get older I am less patient for the crunchy bits (that I realise are for other GMs and players the entire heart of gaming).
I was introduced to D&D and to roleplaying through 3e - so please don't think I'm seeing anything through a nostalgic lens, but I find "less is more", and I'm preferring Basic editions of D&D.
I thought 5th edition was going to be more like that, or at least download a kind of "graduated complexity" to players, so they can choose a more complex or a more basic character as they like, who can then co-exist at the same table, so people can be as invested or not invested in the structure of the rules as they want to be. That was the impression I got from the playtest, at least.
This approached worked fine at low levels, but we're up to level 12 now and every darn character has a list of special abilities as long as your arm they have to remember, whether they wanted that level of complexity or not.
There are some parts of 5e that I liked so much I'm going to retro-fit them onto older editions. Things like Backgrounds, for instance, or some form of Ritual Casting. But generally, comparing 5e with 1e, 2e, B/X, BECMI - basically anything before 3rd edition - I'm finding it an irritant of unnecessary fiddle and idiosyncrasy, which does not seem to enrich the gaming experience.
//Panjumanju
I've only DM'd 8 or 9 sessions so far, all with characters of levels 1 through 4. No major issues, but I'm pretty carefree.
I'm enjoying the system but I'm under no illusions about having stress-tested it yet. I'm sure, in time, there will be things I see as an issue (either with the rules or because of a particular playgroup). I'll fix that when it crops up. That's the nature of it.
Quote from: Doom;833337Well, I'm liking it, but the magic/spell system has real issues.
I find the cleric is casting cantrips every round (Sacred Flame ftw!), along with bonus action healing spells, except when he starts firing off some pretty amazing damaging spells. The cleric is basically an armor-wearing wizard with healing now.
I find the real issue is the deadly combo:
1) Extra, extra, spells for spellcasters.
2) Absolutely no way to stop spellcasting.
3) Easy to cast multiple spells per round.
4) Higher damage on spell output.
We're back in "pretty stupid not to be a spellcaster" territory again, and broken spells (polymorph, wizard eye, some cantrips and many rituals) are pretty problematic, starting around level 7.
Consider the devastation when a party of level 5 characters meets a level 5 wizard, with no special abilities.
The wizard's effective AC can easily be 19 (shield, mage armor, dex bonus), so he's almost certainly going to live 2 rounds. There's basically no way to prevent the wizard from casting two, 8d6, fireballs. Now, only an idiot makes a 5e character without a good Dex bonus, so it's quite reasonable to make one of those saving throws, but both is unlikely.
So, the whole party is pretty much guaranteed to take 12d6 damage (yes, there may be one character with evasion). That's enough to bring most characters to 0, and kill any character that is a little unlucky enough to fail both saving throws (around 25% chance, so that's a death for a typical 4-character party). Give the wizard any special abilities like a PC wizard would have, and we're talking real trouble here.
And that's a single level 5 wizard, probably not a CR 5 encounter by the rules....and he'll even have enough spells to make a getaway.
And that's just if the wizard lives 2 rounds, toss in a few extra rounds and multiple PC deaths are likely.
So, yeah, the magic system has some real cracks in it. I'm thinking about simply removing "enemy wizard" as a foe, and tossing in alot more magic-type resistances to monsters (is anything in the game resistant to sonic damage?).
I've had that exact scenario play out multiple times in my games, and it usually results in the wizard dying after the first round due to his own inability to soak the enormous damage coming in from the melee types.
Now, to be fair I consider the entire scenario above to be an example of what's so interesting about 5E, and I love that my PCs are aware of how threatening a wizard can be if he gets the drop on them....sufficiently so that they take a lot of precautions for such. So far their efforts (and some lucky initiative rolls) have benefited them, but this right here is exactly why I like 5E (among many other reasons).
On the OP's question: I've run it weekly now in one group since June last year and every other week on my Saturday group. We've got a current campaign hitting level 8 and another campaign hitting level 7, a retired campaign that reached level 5, and one new campaign that started at level 11 and just hit 12. The high level game was due to the interest of pretty much all of us to see how it played at high level. So far it's not disappointing....I could see running it right to 20 without issue.
Quote from: Doom;833337Now, only an idiot makes a 5e character without a good Dex bonus...
The PCs have rolled, like, two dex saves in twelve sessions of my campaign. Your mileage will vary.
Quote from: Shipyard Locked;833420The PCs have rolled, like, two dex saves in twelve sessions of my campaign. Your mileage will vary.
There's initiative and AC bonuses from Dex as well.
I'm loving 5e and wish I could play more.
Since I have been the DM the whole time I would like to play as a character as the options are very appealing. I also enjoy spending time between sessions creating new NPCs and locations to possibly use as well as creating new creatures or variations on existing ones by adding minor bits here or there.
Part of it can be chalked up to new system smell, but it really hits the level of crunch that fits how I like to play so well that I'm having more fun prepping than I ever have in other systems.
I'm gearing up for the final couple phases of the Tiamat showdown with a 6-player group at level 12. (Should be at 14 for the finale). It may still be a couple weeks off due to scheduling issues.
5E won me over in the playtests and nothing I've seen since then has changed my mind. Everyone's having fun and the classes are playing the way I feel they should play.
The only major rule change I'm likely to adopt concerns the short rest mechanic. Too easy to regain too many hit points IMO.
Quote from: snooggums;833436There's initiative and AC bonuses from Dex as well.
The AC system in 5e doesn't make dex a slam dunk in that department, but I'll grant you the initiative bonus is nice.
Quote from: danskmacabre;833282That's interesting, as I find it really comfortable to run and really smooth.
If anything, it seems easier to run than ever.
I am not saying it is bad in this regard. It is easier to run than most other modern forms of D&D. But that is still my preferred level of GMing difficulty.
I like it. I've been in the playtest since day one, effectively, and although there's some design choices I wish had optional parts to it, it's D&D.
Namely the magic system, as always. thing is, I'm of two minds with it.
First, I like Cantrips/Orisons being usable at any time, it allows the Casters to be Casters than video game Nova Bombs. But, and this is the other hand, the Nova Bombs are still there. And these very same Nova Bombs are what killed my enjoyment of 3.x
I'll admit to being a decent GM, I've been doing it for about 22 years now, and I've had people who've willingly come back to my table, even when they have a choice of other DMs, so I think I'm OK. But one thing I am not good enough, and this showed up big time in 3.x was how to balance an adventure that challenges the Wizard, but not crush anyone who doesn't have any spells.
Now, admittedly, the math is much lower than the exponential power curve that 3.x and Pathfinder glory in. But the problem is there, waiting, ready to pounce my meagre DMing skills ready to rip my nights apart as I desperately try to keep my entire table engaged.
Quote from: Natty Bodak;833394I think he's talking about the case where you can cast a spell as a bonus action (e.g. Healing Word), and then you are allowed to cast another spell with your remaining action if that additional spell is a cantrip and has a castng time of one action.
I glanced through the classes and not even the cleric has that? The only thing close is the Eldritch Knight who can make a weapon attack as a bonus after using a cantrip, and the War Priest who can make a weapon attack after using an attack action. There are others others but they seem fairly situational.
The closest to multiple spells a round might be the Eldritch Knight again. But only if you read the extra attacks as meaning extra spells. That is debatable due to the wording. But about all I can think of that might fit.
His whole post comes across weird. Almost like he never actually even read the rules and was just cut-n-pasting someones trolling.
Back on topic.
Another thing I am still liking about 5e is that they have not (yet) started the whole expansion book routine. They havent overwhelmed with setting books, player expansions, yadda-yadda. Its been confined to the modules and the player option PDFs.
I've been playing it weekly since October of last year and like it quite a lot. The only thing we've formally houseruled is death saves: three strikes per long rest and you're out. This incentivizes combat healing a bit more, as opposed to only healing when an ally goes down, and creates a more gritty feel with a sense of risk and danger.
I haven't done it yet, but I would definitely enjoy playing and/or running a Basic Rules game. I think it's a very solid retro-clone. ;)
Quote from: Omega;833458I glanced through the classes and not even the cleric has that? The only thing close is the Eldritch Knight who can make a weapon attack as a bonus after using a cantrip, and the War Priest who can make a weapon attack after using an attack action. There are others others but they seem fairly situational.
The closest to multiple spells a round might be the Eldritch Knight again. But only if you read the extra attacks as meaning extra spells. That is debatable due to the wording. But about all I can think of that might fit.
I wasn't even really thinking about advanced class features. I was just thinking of the basic casting rules (basic PDF, p.78).
QuoteCasting Time
Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much more
time to cast.
Bonus Action
A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bonus action
this turn. You can’t cast another spell during the same
turn, except for a cantrip with a casting time of 1 action.
Quote from: Omega;833458His whole post comes across weird. Almost like he never actually even read the rules and was just cut-n-pasting someones trolling.
Back on topic.
Another thing I am still liking about 5e is that they have not (yet) started the whole expansion book routine. They havent overwhelmed with setting books, player expansions, yadda-yadda. Its been confined to the modules and the player option PDFs.
I would like some set piece adventures of a smaller scale, but am equally pleased that it hasn't turned into an arms race yet.
Is it just me or are the Warlock cantrips super strong?
Yeah. Smaller modules would be nice and not in the expensive hardback mode that about doubles the price.
But the current ones are essentially a module series all collected into one book. TSR even did some collections way back of chained modules. So its not a new thing really. Bug difference is that the new ones never existed as individuals and some arent so easily broken down into smaller segments. Hoard does fairly well. It just about comprises 3 linked modules. The initial raid and scouting, then the follow the gold and swamp, then finally the lodge and castle.
I think my perception of liking 5E is partially due to my attitude towards rpgs in general.
I don't sit down and calculate maximising damage per round for each class race combination.
Rpgs for me are so much more than combat damage . The ranger doesn't output as much damage as a Barbarian. But it can do other stuff out of combat that counters that.
I'm sure you could make an awesome Cleric build that outguns other classes, but rpgs for me mean more than a high Dps . If that's so important, why not just play a war game or a MMO or something?
First and foremost when choosing a a class and race and background is if I'm saying to myself "Ooh that sounds like a lot of fun" then that's good enough for me.
I've introduced a few people lately to dnd and rpgs in general and building the most effective combat build is really pretty low in the list of priorities.
I vaguely describe the races, classes and backgrounds and see how it takes their interest.
When running an rpg, it's not going from one combat to the next, so those with decent noncombat skills are just as useful and better rounded in my campaign than combat monsters.
And really, it's pretty hard to generate a crap character in 5e the way character gen is structured.
Natty Bodak & Doom are right, you can do some crazy things with casting. The cleric gets a nice stack of solid out the gate, and some craziness by 5th. From the start you can Healing Word bonus action heal spell at a distance (only bother using it to wake a downed ally from 0) and throw out Sacred Flame cantrip for the action.
By 5th I was a cleric of life doing: Spirit Guardians (3rd lvl spell, 1 action, 10 min concentration), run around everywhere with the party. Enemies starting their turn within 15' away, or entering it, take WIS save v. 3d8, and speed is halved. At encounter start cast Spirit Weapon as a bonus act (1 minute, it is NOT concentrate), Dodge and move in close. Next round you may Dodge (give attacks Disadv till next turn) or cast a spell; you already have Spirit Guardians on dealing damage, and Spirit Weapon on to use for your bonus action, and choose whatever for your action. Anyone flees your glue ball of Spirit Guardians, take your reaction attack, (as you keep dodging. I favor that for my conc damage spells).
I was not dealing nearly as much damage as the rest of my party, a paladin, an arcane trickster, a necromancy wizard, and cleric of thunder.
If you know what you're doing you can overwhelm GMs with fiddly bits. The learning curve for 5e GM material is still steep, though better than most of WotC. 4e did better to reference stat material on sheet, thus less looking up keywords and the like, but got into maintenance counter hell. 5e simplified a lot of the chit maintenance, but it is still a challenge to remember what every PC can do.
Quote from: mAcular Chaotic;833479Is it just me or are the Warlock cantrips super strong?
Not really. They more or less balance out with a fighters damage output. Unless you really focus on Eldritch Blast its possibly going to fall by the wayside after a point.
EB 1s a d10, 2 beams at level 5, 3 at 11, 4 at 17. A figher gets an extra attack at 5, 11, and 20. 4 total. So EB just tops out a little sooner. Maybe more damage depending on the fighters weapon. Maybe not. They both need to hit for each attack.
That sort of general balance is surprising.
Quote from: Opaopajr;833493From the start you can Healing Word bonus action heal spell at a distance (only bother using it to wake a downed ally from 0) and throw out Sacred Flame cantrip for the action.
Where are you getting this healing word bonus action for the cleric from? I assume I am missing it somewhere. But where? I am not seeing it in the cleric entry? None of the domains mention healing word as a bonus action at level 1?
Quote from: Opaopajr;833493Natty Bodak & Doom are right, you can do some crazy things with casting... If you know what you're doing you can overwhelm GMs with fiddly bits.
D&D in its current paradigm needs more monsters with the built-in ability to dispell and counterspell.
Quote from: Opaopajr;8334934e did better to reference stat material on sheet, thus less looking up keywords and the like, but got into maintenance counter hell. 5e simplified a lot of the chit maintenance, but it is still a challenge to remember what every PC can do.
Absolutely right about the status condition maintenance in 4e. That's ultimately what made me quit the design psychologically (though it was much improved in essentials).
"Let's see, this monster currently has -2 AC, +1 attack roll, +3 temporary hit points, is poisoned but can temporarily teleport if that would bring him closer to the avenger, but if he enters the cleric's space he will grant combat advantage to the ranger, and if the ranger attacks him and only him it will push him back 3, no, 4 spaces, which if it causes him to touch an ally will inflict 5 psychic damage on him and cause the ally to fall prone if the ally is poisoned, which it isn't... or is it? Shit, I can't remember if it was poisoned last round. I know it is dazed and might also be dominated if it is within 2 spaces of the wizard..."
Every fight felt like some of the more ridiculous moments in Final Fantasy games.
(http://i.imgur.com/TwkFK3Y.jpg)
Quote from: Omega;833498Where are you getting this healing word bonus action for the cleric from? I assume I am missing it somewhere. But where? I am not seeing it in the cleric entry? None of the domains mention healing word as a bonus action at level 1?
Healing Word1st-level evocation
Casting Time: 1 bonus action Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead
or constructs.
(Basic D&D 5e .pdf, August 2014. p. 93.)
Quote from: Shipyard Locked;833515D&D in its current paradigm needs more monsters with the built-in ability to dispell and counterspell.
I think re-introducing attacks interrupting spellcasting would help.
It would cause high initiative to be a problem, though, especially stupid-broken feats like Alert (removing an entire element of the game, surprise, is beyond stupid powerful for a feat). I would switch it to group initiative re-rolled each round and dumping DEX affecting initiative. That would reintroduce the fog of war, so casters can still cast, but should stay in cover.
Quote from: Natty Bodak;833394I think he's talking about the case where you can cast a spell as a bonus action (e.g. Healing Word), and then you are allowed to cast another spell with your remaining action if that additional spell is a cantrip and has a castng time of one action.
PLUS you also get reaction spells (eg, Shield).
And as far as extra spells, you get more spells now than you used to. For example, a level 5 mage used to have the ability to cast 1 3rd level spell a day, now it's 2 (not counting special abilities),
Quote from: Omega;833458His whole post comes across weird. Almost like he never actually even read the rules and was just cut-n-pasting someones trolling.
.
Uh, no. I've just been playing and DMing the game with a number of skilled players, so it becomes ever more obvious just how overwhelming the spellcasting can be.
And the fact remains, the "CR 3" level 5 wizard, no special abilities, is a near certain TPK for a party below level 5. There's also some really goofy stuff you can do with druids (mephit massive explosion damage, for example).
Edit: I acknowledge that, with much tweaking and in a worst case scenario for the enemy mage, it's not a "near certain TPK"; I personally thank Greg Benage for demonstrating just how deadly this encounter is even in the worst possible case.
Something that I've done to slightly mitigate the constant lobbing of arcane destruction is to explain what happens to the surrounding environment (on misses and area of effect spells). My players nearly burnt down their own home base, destroyed valuable artifacts and caused a cave-in.
Also, the Warlock's free-wheeling use of Thaumaturgy to intimidate superstitious folks with "divine punishment" has gotten him unwanted attention: a new, troublesome and interfering cult forming around him and investigators from the local temples gauging how much of threat he is (or if he's a heretic).
Just because the spell targets a living creature it doesn't mean that everything else around them is unaffected.
To be clear, not punishing, just making things interesting.
I gave 5e a good long go as a player.
I do not like it. Combat, while swingy, is interminable with a group of 6 players. By the time everyone gets done with bonus actions, reactions, calculating if this square can/can not do XYZ, blah blah I am bored stiff and is it my turn soon, 15 mins later?
Way too much magic for mine. How is a spellcaster never running out of spells more exciting than harnessing your dwindling supply then turning to missiles (roughly equally effective) as a last resort?
Every time I want to do, see or hear something I seem to be required to make a check. I realise this may be campaign dependent but this is two wholly seperate campaigns with only one crossover player (me). By virtue of spelling their need and interaction out so exactly, it makes rolling the dice over rping the assumed path it seems to me.
Quote from: Necrozius;833529Something that I've done to slightly mitigate the constant lobbing of arcane destruction is to explain what happens to the surrounding environment (on misses and area of effect spells). My players nearly burnt down their own home base, destroyed valuable artifacts and caused a cave-in.
Nice.
Shouldn't that be SOP in every campaign ever?
There's yet another '5e monsters are boring' thread at TBP right now, and the usual characters are het up about 5e DMs being required to (1) read the monster 'fluff' and (2) improvise elements beyond damage figures. It seems to me 5e pushes DMs hard toward just what you've done: adding 'rational' consequences to taste, based on the 'fluff.'
I wish WotC had better prose writers in their stable, though -- compare PHB spell descriptions to, say, LotFP's extraordinarily rich writeups. More evocative writing would've helped drive home the 'take this richly imagined thing and imagine more with it' lesson. That's not a new problem for WotC though, and I didn't expect more from them in that department. Ho hum.
Quote from: Doom;833526PLUS you also get reaction spells (eg, Shield).
And as far as extra spells, you get more spells now than you used to. For example, a level 5 mage used to have the ability to cast 1 3rd level spell a day, now it's 2 (not counting special abilities),
So, let's take inventory of the bonus and reaction spells for a 5th level wizard.
Bonus Action:
Expeditious Retreat - 1st
Magic Weapon - 2nd
Misty Step - 2nd
Reaction:
Feather Fall - 1st
Shield - 1st
Counterspell - 3rd
It's a pretty nice selection to be sure. 2 escape spells and 1 buff for bonus actions. 1 utility spell and two defensive spells in the reaction list. Not "that's so uber", but still really nice. For what it's worth, I do agree that the casters get to cast more spells, even not counting cantrips. I've copped to it before, but unlimited cantrips (especially combat cantrips) along will all of these extra spells is a bit more than I care for for a setting.
But, back to the my point of contention. With a 5th level wizard fighting a 4th level party (greater numbers count in 5e), how is the wizard going to defend against the party rogue *and* the party caster? Shield and counterspell are both reactions, of which you only get one a turn, so the wizard has to make a choice. Does he shield against the barbarian that just hit him, and leave himself open to the sleep/command/silence? This decision point/trap is what
Quote from: Doom;833527And the fact remains, the "CR 3" level 5 wizard, no special abilities, is a near certain TPK for a party below level 5. There's also some really goofy stuff you can do with druids (mephit massive explosion damage, for example).
Several folks have posted how their experience is quite different. Either your players aren't as experienced as you think they are, or the enemy wizard is crafting an ambush for the party, or "near certain TPK" is pretty steep hyperbole.
What goofy druid/mephit stuff are you talking about, by the way?
Been running a 5e game since launch (Curse of the Crimson Throne, a Paizo AP) - love the system ... for D&D. There are other games I prefer more, overall (Savage Worlds and Supers, for instance), but this is, by far, the best edition of D&D.
There are things I'd like to see changed. Champion fighters are a bit underpowered, for one. The monsters tend to be a bit dull - I'd like a bit more 4E in them, at least as an option.
Oh, and THERE'S NO FUCKING PDF/SRD!!!!
That is almost a deal killer for me. There's no hint of anything coming out, either. 2015 and no (legal) digital form other than the basic PDF which is largely useless to me because a subset of something is almost more aggravating than a complete lack of it because I don't know if what I want is in there until I search the whole damn thing.
Counterspell is always über. It is literally the definition of über -- beyond the most obvious, Wish. You always prep Counterspell. You always reserve excess, and preferably higher, slots for Counterspell. It is the permission slip spell. Look at MtG, the lesson of Counterspell is etched in stone for an entire generation.
Shield is extremely solid, as it lasts all the way until the start of your next turn. Fantastic 1st lvl spell to get stuff off and get away.
Sleep is solid, but people forget that it's indiscriminate targeting of lowest HP. Target wrong and your 20' radius hits your allies. Also, it just takes an action to shake awake someone. And further still, there's no such thing as coup de grace in this game. Sure, you get Advantage and Critical to hit a prone, unconscious opponent from 5' away, but you better go through all their HP. I think a lot of people have been playing this one wrong at tables -- 5e has very different assumptions about Sleep (note the lack of the bolded rule above).
I personally don't think a 5th lvl caster is a sure TPK for 1st tier players. Depends on party composition, and more importantly, party cooperation. If PCs don't work the obvious "Who Dies First" order of operations, then yes, there'll be problems, but that's not new. (FYI, it goes Healer > Nuke/Caster > Ranged > Striker > Tank. Always ignore the tank, without support it crumbles. The "undo button" Healer however must die immediately, no questions asked! Next focus fire on the caster/nuke.)
Good coordinated strategy and tactics can lay waste to that challenge. Given my AL observation and this forum's actual play stories however, such coordination is not so common. I think a lot of people are in the 'yay, new toy!' phase and are tinkering around, rather than focusing on being a squad of well-oiled killing machines. Focused intent can make all the difference.
Quote from: Opaopajr;833553Counterspell is always über. It is literally the definition of über -- beyond the most obvious, Wish. You always prep Counterspell. You always reserve excess, and preferably higher, slots for Counterspell. It is the permission slip spell. Look at MtG, the lesson of Counterspell is etched in stone for an entire generation.
Shield is extremely solid, as it lasts all the way until the start of your next turn. Fantastic 1st lvl spell to get stuff off and get away.
This is true, but remember you can't have your Shield and eat your Counterspell too. You get one reaction, and your opponents are watching to see on which you lay all of your chips down. I have thought about adding a contested spellcasting roll to counterspell for all levels to make it less uber, but decided I'd need to see it play out more often.
Quote from: Opaopajr;833553Sleep is solid, but people forget that it's indiscriminate targeting of lowest HP. Target wrong and your 20' radius hits your allies. Also, it just takes an action to shake awake someone. And further still, there's no such thing as coup de grace in this game. Sure, you get Advantage and Critical to hit a prone, unconscious opponent from 5' away, but you better go through all their HP. I think a lot of people have been playing this one wrong at tables -- 5e has very different assumptions about Sleep (note the lack of the bolded rule above).
I'm not sure people forget that about sleep, but maybe they do. Either way, you make good points, but...
Fireball is just as indiscriminate as Sleep (Sculpt Spell bullshit aside) and has a larger radius. EDIT: they have the same radius. I am dumb.
Coup de grace or not, an unconscious 5th level wizard without friends is a bound, gagged, and dead 5th level wizard. There was no mention of a 5th level wizard with minions (not that that is unrealistic or uncommon - it just wasn't mentioned).
The point that was up for contention (at least the way I see it) is that you can't prevent the 5th level wizard from fireballing you twice in a row. And that's been objectively proven to be false in actual play. You weren't arguing otherwise, I know, but just tying back to that idea.
Quote from: Necrozius;833529My players nearly burnt down their own home base, destroyed valuable artifacts and caused a cave-in. ......
To be clear, not punishing, just making things interesting.
Wonder what punishing would look like.
Quote from: zarathustra;833534I gave 5e a good long go as a player.
I do not like it. Combat, while swingy, is interminable with a group of 6 players. By the time everyone gets done with bonus actions, reactions, calculating if this square can/can not do XYZ, blah blah I am bored stiff and is it my turn soon, 15 mins later?
Way too much magic for mine. How is a spellcaster never running out of spells more exciting than harnessing your dwindling supply then turning to missiles (roughly equally effective) as a last resort?
Every time I want to do, see or hear something I seem to be required to make a check. I realise this may be campaign dependent but this is two wholly seperate campaigns with only one crossover player (me). By virtue of spelling their need and interaction out so exactly, it makes rolling the dice over rping the assumed path it seems to me.
What I have found from reading through WotC's "APs" the 'DC' is typically 10 making people roll for a 10 is imo stupid.
Quote from: Necrozius;833529Something that I've done to slightly mitigate the constant lobbing of arcane destruction is to explain what happens to the surrounding environment (on misses and area of effect spells). My players nearly burnt down their own home base, destroyed valuable artifacts and caused a cave-in.
Also, the Warlock's free-wheeling use of Thaumaturgy to intimidate superstitious folks with "divine punishment" has gotten him unwanted attention: a new, troublesome and interfering cult forming around him and investigators from the local temples gauging how much of threat he is (or if he's a heretic).
Just because the spell targets a living creature it doesn't mean that everything else around them is unaffected.
To be clear, not punishing, just making things interesting.
Can I get an "AMEN!?"
In other news shocking to 4e players, fire sets things on fire.
Quote from: Sommerjon;833564Wonder what punishing would look like.
.
Oh I'm sure that I'll get quoted on grognards.txt for being an evil, sadistic and overly-pedantic GM. But my reasoning is the whole fail-forward concept. Sure, you can miss with your spells, but something still happens if the spell's effects are interesting.
Fireball in an enclosed, wooden room full of dusty old tapestries? What the fuck would one THINK would happen?
EDIT: BEING AN ASS
Quote from: Necrozius;833573Oh I'm sure that I'll get quoted on grognards.txt for being an evil, sadistic and overly-pedantic GM. But my reasoning is the whole fail-forward concept. Sure, you can miss with your spells, but something still happens if the spell's effects are interesting.
You allow the players to do something extra "if the spell's effects are interesting"?
Quote from: Necrozius;833573Fireball in an enclosed, wooden room full of dusty old tapestries? What the fuck would one THINK would happen?
Truthfully? Not a whole helluvalot.
If you are wanting some real world logic with that description. Not enough oxygen to ignite the room. The fireball doesn't last long enough to ignite the room/contents.
Quote from: Necrozius;833573EDIT: I suppose that a progressive, super nice, cooperative GM would have changed the room's (randomly determined) details as they considered the party's daily choice of spells. I don't always have the time or energy to keep track of all those variables in the heat of the moment.
:rolleyes:
When 5e came out, I ran an extended playtest mini-campaign for the BRP/Runequest group I play with. We agreed that it was quite good, easily the best "modern" D&D version we played so far, and returned to play a game more to our tastes. D&D never was my go-to system for anything. 5e hasn't changed that. But: I would play it or run it if the occasion arises and I would probably enjoy it, as a brief intermission. I wouldn't want to play i on a weekly base.
And yes, the aforementioned focus on magic is quite present and annoying in 5e. Especially the 'no interruption of spellcasting' bit is something I houseruled almost immediately out of the game back when we played it.
Quote from: Sommerjon;833577Quote from: Necrozius;833573Sure, you can miss with your spells, but something still happens if the spell's effects are interesting.
You allow the players to do something extra "if the spell's effects are interesting"?
It's quite the stretch to get from "something still happens" to "allow the players to do something extra." Be sure to limber up first.
Quote from: Sommerjon;833577Quote from: Necrozius;833573Fireball in an enclosed, wooden room full of dusty old tapestries? What the fuck would one THINK would happen?
Truthfully? Not a whole helluvalot.
If you are wanting some real world logic with that description. Not enough oxygen to ignite the room. The fireball doesn't last long enough to ignite the room/contents.
Because a fireball can kill a man five times over, with
fire, but not burn a tapestry? If anything is suffering from a lack of oxygen in the room, it's the "real world logic" of your response.
I'm enjoying it. Still feel there's not enough out there for it. But I'm playing it for now. I don't have the problem some of the rest of you have with players trying to play procedurally to jick the rules for maximum effect. Most of this shit is in context with the world I'm running.
Meanwhile I'm reasonably sure I'll be running Fantasy Craft by year's end, once Spellbound is officially announced (it's in layout). Likewise with Talislanta. POSSIBLY with a new super-secret project I might be working on if I play my cards right.
I feel good if there's a solid D&D edition for me to fall back to.
5e will hold for me.
How do you guys represent the flavorful real world effect of the spells? Like a spell that shoots fire, do you make it light things it hits on fire even if it doesn't say it specifically in the rules?
Quote from: mAcular Chaotic;833590How do you guys represent the flavorful real world effect of the spells? Like a spell that shoots fire, do you make it light things it hits on fire even if it doesn't say it specifically in the rules?
Unless it says otherwise, fire from fire spells will start fires if appropriate.
For example if someone throws a fireball in a wooden building... it'll probably catch fire unless there's some reason for it not to.
The same goes for any spell really that generates an effect that might have some effect on the environment.
Even the various "bolt" type spells that throw fire at a specific target might start a fire if they miss their target.
I don't generally check if the target (assuming it's a creature) itself catches fire.
However if you threw a bolt of fire at say a wooden building it might catch fire.
Well there's some spells that are ambiguous. I can't remember the name, but it was a cleric spell that brings down a bolt of fire from above, or something.
But the player used it inside; 5E had nothing to say about this, so I was stuck wondering if it would even work inside a building (is it coming from the sky?) or if it just appeared directly above the target, or what. That kind of thing.
Quote from: mAcular Chaotic;833594Well there's some spells that are ambiguous. I can't remember the name, but it was a cleric spell that brings down a bolt of fire from above, or something.
But the player used it inside; 5E had nothing to say about this, so I was stuck wondering if it would even work inside a building (is it coming from the sky?) or if it just appeared directly above the target, or what. That kind of thing.
I don't think too hard about these sorts of things, so go with my gut, rather than analyse it that much.
For me, I'd say that bolt from the sky spell would work indoors, as it's hey it's described that way and unless it says it doesn't work indoors, then it should.
I might have it light up fires in a the area though. I'd have to read the spell to be sure though.
I think I'm much looser in running DnD and RPGs in general than a lot of the posters here. Any RPG can be exploited if you try hard enough.
What you;re trying to portray in RPGs are really complex environments. If someone finds a loophole in some rules and abuses it or it affects the enjoyment of the game, I'll either tell them to stop it or houserule it or just disallow that character build.
That's never really happened for me in recent memory (It probably did happen 20+ years ago when I was much younger though I guess).
People I play with play with the spirit of the game, not try to exploit it to get maximum effects.
Quote from: mAcular Chaotic;833594Well there's some spells that are ambiguous. I can't remember the name, but it was a cleric spell that brings down a bolt of fire from above, or something.
But the player used it inside; 5E had nothing to say about this, so I was stuck wondering if it would even work inside a building (is it coming from the sky?) or if it just appeared directly above the target, or what. That kind of thing.
I'll take a stab at this and guess you're thinking of
Flame Strike?
A vertical column of divine fire roars down from the heavens in a location you specify. This is indeed ambiguous. By "from the heavens" do they mean from the sky or from another plane?
Let's put
Flame Strike on pause for a second while we consider C
all Lightning, which is a similar spell, but where they are very, very precise about the conditions in which you can cast it.
A storm cloud appears in the shape of a cylinder, x feet tall and y feet wide, centered on a point you can see, blah blah blah. The spell fails if you can't see point in the air where blah blah blah (for example, in a room that can't fit the cloud.One might think that if they were so specific with
Call Lightning, then their lack of specificity with
Flame Strike means that it doesn't have a similar restriction. That may or may not be a correct inference about their intentions, but it certainly seems reasonable.
To me, that sort of ambiguity begs for DM adjudication. In this particular case I'd personally go with danskmacabre's interpretation, and say that since it doesn't specify a restriction *and* there is a reading that doesn't care about ceilings (i.e. the flame coming from another plane, aka "the heavens"), then Flame Strike the hell outta that dungeon.
Quote from: Natty Bodak;833580Because a fireball can kill a man five times over, with fire, but not burn a tapestry? If anything is suffering from a lack of oxygen in the room, it's the "real world logic" of your response.
Actually... It's the explosive force. A fireball is only half 'fire' the other half explodes with enough kinetic energy to rip apart a small hut.
You want a pure fire attack, get Flaming Sphere.
Quote from: Christopher Brady;833622Actually... It's the explosive force. A fireball is only half 'fire' the other half explodes with enough kinetic energy to rip apart a small hut.
You want a pure fire attack, get Flaming Sphere.
That's not what the spell says, but if that's how you want it to be in your game, go for it.
Quote from: Natty Bodak;833580It's quite the stretch to get from "something still happens" to "allow the players to do something extra." Be sure to limber up first.
Only a Dm can have interesting things happen?
How lovely. :rolleyes:
Quote from: Natty Bodak;833580Because a fireball can kill a man five times over, with fire, but not burn a tapestry? If anything is suffering from a lack of oxygen in the room, it's the "real world logic" of your response.
Nearly everything will burn given enough time and heat.
The duration of the spell is instant. What will burn with such little time? Very very fucking little. A Tapestry sure the shit ain't one of them. Neither is wood.
Quote from: Sommerjon;833627Only a Dm can have interesting things happen?
How lovely. :rolleyes:
Interesting things can happen from intended or unintended consequences of actions. But even trolls with poor reading comprehension should get that.
Quote from: Sommerjon;833627Nearly everything will burn given enough time and heat.
The duration of the spell is instant. What will burn with such little time? Very very fucking little. A Tapestry sure the shit ain't one of them. Neither is wood.
I'll fix your post here. Everything will burn given enough heat, period. Time is just a luxury for low temperatures. What's more, items will often be scorched before they ignite, still having damage done to them.
Not only do you get the real world case wrong, but you also get the game case wrong, where the spell explicitly states that flammable objects will catch fire as a result of the spell. So, yeah, a tapestry sure as shit *is* one of them.
Keep trolling, though. One day you might catch one that can't quite get away from you.
Quote from: Natty Bodak;833625That's not what the spell says, but if that's how you want it to be in your game, go for it.
Fireball
A bright streak flashes from your pointing finger to a point you choose within range and the blossoms with a low roar into an
EXPLOSION of flame. Each creature within a 20 foot sphere centered on that point must make a Dexterity saving throw.
Are willing to sit there and tell me that the explosive force does nothing to people? Not a single thing? It's just a pretty light show?
HOWEVER, the last line DOES say it sets things on fire, despite the speed and improbability of it.
Quote from: Christopher Brady;833630Fireball
A bright streak flashes from your pointing finger to a point you choose within range and the blossoms with a low roar into an EXPLOSION of flame. Each creature within a 20 foot sphere centered on that point must make a Dexterity saving throw.
Don't forget what you cut off in the spell description.
QuoteA target takes 8d6 fire damage on a failed save, or half as much on a successful save.
Notice how it doesn't say fire *and* explosion/thunder damage. Again, work it that way if you like, but it ain't there by itself.
Quote from: Christopher Brady;833630Are willing to sit there and tell me that the explosive force does nothing to people? Not a single thing? It's just a pretty light show?
The damaging aspect of a fireball could very well be more on the fire side than the "exlosion" side. Explosions can actually be quite tame while still being considered explosions.
I'm am indeed willing to sit here and tell you what I just told you.
Quote from: Christopher Brady;833630HOWEVER, the last line DOES say it sets things on fire, despite the speed and improbability of it.
No, it says it sets flammable objects on fire, period. The weasel words were yours.
Kind of weird reading an argument where somebody doesn't know how the fireball spell works (heat, sets things on fire, no overpressure) - it's been that way since 1974!
Quote from: Natty Bodak;833633Don't forget what you cut off in the spell description.
I cut it off because it was pointless.
Quote from: Natty Bodak;833633Notice how it doesn't say fire *and* explosion/thunder damage. Again, work it that way if you like, but it ain't there by itself.
Notice how every single 'elementally' based spell has ONE element attached to it? Poison, Fire, Thunder, Lightning, Cold, Holy and stuff? I'm assuming that the designers of D&D didn't want to confuse people (especially the old guard looking to just rip anything that isn't new apart) by making fireballs Fire/Force/Thunder effects, simply because 'reality!'
Quote from: Natty Bodak;833633The damaging aspect of a fireball could very well be more on the fire side than the "exlosion" side. Explosions can actually be quite tame while still being considered explosions.
At this point, I've realized that you're just here to quibble.
Quote from: Natty Bodak;833633No, it says it sets flammable objects on fire, period. The weasel words were yours.
What I meant was that you were right. It did set things on fire COMMA I added that it's improbable given the explosive effect and how long a fireball is detailed to last (instant.) If you want to make assumptions as to my intent, feel free, I'm done here.
Quote from: S'mon;833647Kind of weird reading an argument where somebody doesn't know how the fireball spell works (heat, sets things on fire, no overpressure) - it's been that way since 1974!
Actually, they changed in 3.x explaining that half the damage was fire and the other half was explosive. So no, it's not been that way since '74.
Quote from: Christopher Brady;833649Actually, they changed in 3.x explaining that half the damage was fire and the other half was explosive. So no, it's not been that way since '74.
Please stop talking crap.
3.5 PHB under Fireball, pg 231:
1st paragraph: "The explosion creates almost no pressure"
2nd paragraph: "The fireball sets fire to combustibles and damages objects in the area".
Or, the d20 SRD:
http://www.d20srd.org/srd/spells/fireball.htm
Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component
A tiny ball of bat guano and sulfur.
Quote from: Natty Bodak;833628Quote from: Sommerjon;833627Quote from: Natty Bodak;833580Quote from: Sommerjon;833577Quote from: Necrozius;833573Sure, you can miss with your spells, but something still happens if the spell's effects are interesting.
You allow the players to do something extra "if the spell's effects are interesting"?
It's quite the stretch to get from "something still happens" to "allow the players to do something extra." Be sure to limber up first.
Only a Dm can have interesting things happen?
How lovely. :rolleyes:
Interesting things can happen from intended or unintended consequences of actions. But even trolls with poor reading comprehension should get that.
So which is it?
A
stretch to get from "something still happens" to "allow the players to do something extra"?
or
Interesting things can happen from intended or unintended consequences of actions?
Quote from: Natty Bodak;833628I'll fix your post here. Everything will burn given enough heat, period. Time is just a luxury for low temperatures. What's more, items will often be scorched before they ignite, still having damage done to them.
Not only do you get the real world case wrong, but you also get the game case wrong, where the spell explicitly states that flammable objects will catch fire as a result of the spell. So, yeah, a tapestry sure as shit *is* one of them.
Keep trolling, though. One day you might catch one that can't quite get away from you.
Funny, I say something and you just have to prove me wrong. You're to dumb to realize when you are being set up.
Everything will not burn given enough heat. Some compounds don't burn. Like water.
But you go on with your bad self.
Quote from: Opaopajr;833517Healing Word
Casting Time: 1 bonus action
Thank you! That was what kept missing!
Still, one extra spell a round is not all that usefull when it limits you to cantrips as your main action. And is still a finite resource. So either way it is still playing pretty good over all and not overpowered.
Quote from: Natty Bodak;833546But, back to the my point of contention. With a 5th level wizard fighting a 4th level party (greater numbers count in 5e), how is the wizard going to defend against the party rogue *and* the party caster? Shield and counterspell are both reactions, of which you only get one a turn, so the wizard has to make a choice. Does he shield against the barbarian that just hit him, and leave himself open to the sleep/command/silence? This decision point/trap is what
Heh. Again, 12d6 drops most every level 4 character, and kills many of them. Yes, a party with a wizard will have counterspell. If no wizard then this is irrelevant theorycrafting, or are you proposing that all adventuring parties have wizard? I grant every wizard will take counterspell as soon as possible, because it's just that awesome (note that if the evil wizard can cast at an angle where counterspell won't work because of line of sight, it's irrelevant anyway).
Shield gives AC 19, even if all players focus fire, not going to drop him in 1 round. Are you sure all parties have a wizard, barbarian AND rogue? The only assumption I'm making is all characters have hit points. Can you at least grant my assumptions are more reasonable than yours?
Yes, maybe the party might get lucky with some other spell, but are you sure those spells are 100% effective I rather think you do, but mathematically a wizard has a good chance of making a saving throw.
Seriously, I trashed a party of 8 characters with a level 5 wizard (granted, he had some zombies), then did it again (he had one mechanical golem, mostly as a distraction). Pick up a calculator and see, maybe?
QuoteSeveral folks have posted how their experience is quite different. Either your players aren't as experienced as you think they are, or the enemy wizard is crafting an ambush for the party, or "near certain TPK" is pretty steep hyperbole.
Eh, use a calculator. Or not. Your choice. Several folks have posted how theoretically their possible experience may be quite different, but I'm posting from actual game play experience with an actual enemy wizard trashing an actual party in an actual dungeon. Seriously, there's no general way to stop a wizard from casting spells, and, as I've pointed out before, combining that with many spells, multiple spells a round, and high damage output, is problematic.
QuoteWhat goofy druid/mephit stuff are you talking about, by the way?
It'll have to wait until I get home, since I reckon I'll have to quote the pages from the rulebook.
Distance screws with Fireball, spread out. Getting the jump on someone always screws with Fireball, act first. Everyone floats around 1 HP and bounces in and out of death, work that Lay on Hands, Healer Feat, and Heal spells & potions as undo buttons. Et cetera, et cetera.
Look, Doom, I do agree with you that magic really deserves a kick in the 'nads as I personally find it too much too soon. But 5e really does have swingy combat; what once seemed routine can turn into a bloodbath on a dime. It is reminiscent of AD&D in that way. But I do agree with you that the "magic, I win!" aspect could be toned down for my more old skool style of play.
As for the 5th lvl wizard example v. tier 1 PCs... let me just say my experience doesn't gel with yours so it comes off more like hyperbole to me. We'll just have to agree to disagree at that specific point.
Quote from: Omega;833654Thank you! That was what kept missing!
Still, one extra spell a round is not all that usefull when it limits you to cantrips as your main action. And is still a finite resource. So either way it is still playing pretty good over all and not overpowered.
Anytime.
It's also pretty useful, depending on the cantrips, PC build (i.e. warlocks, magic initiate, etc.), and game state context. Stack on continuing spells, a single continuing spell requiring concentration, and you got yourself a little white squall of magic around you. I already gave an early game example of such in the very next post below my answer to you about Healing Word -- check it out! :)
Im playing to have fun. Not to squeeze every erg of DPS out of a class or see how uber-uber I can be. We were discussing it recently after a session and Jan pointed out that I am literally the groups shield and frontline fighter with somehow more HP than her fighter.
Which is one of the great things about 5e in that you really can personalize a class in various ways and play it in styles that arent expected.
Quote from: Doom;833655Seriously, I trashed a party of 8 characters with a level 5 wizard (granted, he had some zombies), then did it again (he had one mechanical golem, mostly as a distraction). Pick up a calculator and see, maybe?
5e follows every edition other than 4e in that a mid-level Wizard is absolutely devastating if he gets the drop on you, whereas if you can get the drop on him he'll go down like a house of cards. I could certainly TPK my 6th-7th level party with a well-staged ambush by a Wizard-5, but they could beat the 9th level MM Mage pretty handily if they got the drop on him.
Quote from: Sommerjon;833653So which is it?
A stretch to get from "something still happens" to "allow the players to do something extra"?
or
Interesting things can happen from intended or unintended consequences of actions?
Both. Enjoy!
Quote from: Sommerjon;833653Funny, I say something and you just have to prove me wrong.
How does the quote go?
"The only necessary thing for the triumph of stupid is for good men to do nothing."
Quote from: Sommerjon;833653You're to dumb to realize when you are being set up.
Everything will not burn given enough heat. Some compounds don't burn. Like water.
But you go on with your bad self.
Oh no! I've been set up with the good ol' "water doesn't burn" rope-a-dope! Maybe I can respond in kind with the ol' "oh, yeah? Well flourine burns water!" zinger, and then we'll have really ratcheted this thing step by step away from your claim that a magic fireball won't set flammable things on fire. Let's not lose sight of that gem.
It's heartening to see such an honest crank from time to time. Warms the cockles, it does.
Quote from: Doom;833655Heh. Again, 12d6 drops most every level 4 character, and kills many of them. Yes, a party with a wizard will have counterspell. If no wizard then this is irrelevant theorycrafting, or are you proposing that all adventuring parties have wizard? I grant every wizard will take counterspell as soon as possible, because it's just that awesome (note that if the evil wizard can cast at an angle where counterspell won't work because of line of sight, it's irrelevant anyway).
If I gave you the impression that I didn't think two back to back fireballs could drop a 4th level party, that was definitely not my intention. I do not disagree with that at all. My contention is/was that the wizard is nowhere near assured to get both fireballs off.
Am I proposing that every party will have a wizard? No. Do you ask this question because of
Counterspell? If so, wouldn't it be better to ask if I'm proposing that every party will have at least a wizard, warlock, or sorcerer? Because they all have access to
Counterspell. I have not played with a party that hasn't had one of those three classes so far. I'm not saying my experience is representative of the world at large, but if asked for an even bet I'd put my money on a party having one of those.
If anything in this discussion seems like theorycrafyting to me, it's the bolded parenthetical statement above. That's very situational, and would be relevant if I was trying to argue that a wizard could never get off a fireball. Which I'm not.
Quote from: Doom;833655Shield gives AC 19, even if all players focus fire, not going to drop him in 1 round.
Shield is cast as a reaction. You said above that Counterspell is so awesome that every wizard would have it, and I agree with you on that point. Counterspell is also a reaction. The wizard gets only one reaction per turn, so do they choose
Shield the first time an enemy lands a hit, or do they hold out to use
Counterspell?
Shield is so central to your argument that I feel you've already made the decision to go with
Shield versus holding out for a
Counterspell. Correct me if I'm wrong about your assumption here. All that being said, are you seriously claiming that an average 4th-5th level party can't deal enough damage to put a 5th level wizard with 19 AC and average hit points down in one round reliably enough to move the needle in your assessment?
Quote from: Doom;833655Are you sure all parties have a wizard, barbarian AND rogue? The only assumption I'm making is all characters have hit points. Can you at least grant my assumptions are more reasonable than yours?
I'm not claiming all parties will have a wizard, barbarian, and rogue. Any time I referenced any of those, I was referring to an actual play experience where those were the classes in play. Ok, let's be fair and honest here. You are making way more assumptions than just "all characters have hit points." If your claim is that's the only assumption you're making, I can't grant that at all.
Quote from: Doom;833655Yes, maybe the party might get lucky with some other spell, but are you sure those spells are 100% effective I rather think you do, but mathematically a wizard has a good chance of making a saving throw.
No, I don't think they are 100% effective. Again, if I gave you that impression somehow, my bad. Not my intention at all. I don't know what the odds are of a wizard making an unspecified saving throw against and unspecified DC, so whatever it may or may not be ... show your work?
Quote from: Doom;833655Seriously, I trashed a party of 8 characters with a level 5 wizard (granted, he had some zombies), then did it again (he had one mechanical golem, mostly as a distraction). Pick up a calculator and see, maybe?
I 100% believe you that you did that. Picking up a calculator in no way verifies that's what happened. Regardless, I believe it happened exactly as you say it did.
Quote from: Doom;833655Eh, use a calculator. Or not. Your choice. Several folks have posted how theoretically their possible experience may be quite different, but I'm posting from actual game play experience with an actual enemy wizard trashing an actual party in an actual dungeon.
I don't know about the "theoretically possible experience" of whoever is included in the "several folks" you reference, but what I posted was my actual game play experience, as I've alread said. As the classic one-liner goes, "What am I? Chopped liver?"
Quote from: Natty Bodak;833408High AC isn't anything near 2 round immortality. I have been in this exact situation (a party of 5th level meeting an enemy 5th level wizard) as a player twice. Actually, the first time the party was a mix of 4th and 5th level characters.
Here are the things that can, and actually did, prevent the wizard from casting fireball.
- Command (1st level Cleric spell)
- Silence (2nd level Cleric spell)
- Counterspell (3rd level Wizard spell)
- Sleep (1st level Wizard spell, cast as a second level spell in my particular case)
- A 5th level Rogue with Assasinate
I'm not saying things can't go badly when faced with a fireball tossing wizard, but I don't think it's as bad as it seems to you.
Speaking of picking up a calculator, what are the numbers on a AC 19 5th wizard who has already cast Shield getting hit with a second level Sleep spell? Pretty grim.
Quote from: Doom;833655Seriously, there's no general way to stop a wizard from casting spells, and, as I've pointed out before, combining that with many spells, multiple spells a round, and high damage output, is problematic.
I don't understand how you can make the bolded claim when we've talked so much about Counterspell, which is *the* general way to stop a wizard from casting spells and is available to at least three of the arcane classes. But if we're not going to agree on that, I guess I'll drop it.
I've agreed from the beginning on the rest of it, though. It was only the "you can't stop a wizard from casting" part I had a beef with.
Quote from: Doom;833655It'll have to wait until I get home, since I reckon I'll have to quote the pages from the rulebook.
Still curious on this one. I haven't seen druids played much at all, so haven't really seen what they can/can't do.
Maybe I'm GMing the NPCs wrong, but every spellcaster the party has come across in my games gets killed in like one or two turns tops. Usually so quickly that the players remark on how unexpectedly easy it was.
Quote from: mAcular Chaotic;833709Maybe I'm GMing the NPCs wrong, but every spellcaster the party has come across in my games gets killed in like one or two turns tops. Usually so quickly that the players remark on how unexpectedly easy it was.
"Glass cannon" is a widely recognized term for a reason.
Quote from: Natty BodakSpeaking of picking up a calculator, what are the numbers on a AC 19 5th wizard who has already cast Shield getting hit with a second level Sleep spell? Pretty grim.
Or one of those all-powerful fireballs that the 5th level party likely has :). What's sauce for the goose is sauce for the gander.
Quote from: mAcular Chaotic;833709Maybe I'm GMing the NPCs wrong, but every spellcaster the party has come across in my games gets killed in like one or two turns tops. Usually so quickly that the players remark on how unexpectedly easy it was.
Casters are supposed to be squishy. They are the nuke. Getting the drop on them is mission critical. If they can't go off, you're set. Been that way since the beginning.
(Except before you (martial classes) could bap them around preventing them from going off *during* combat, too. A caster soon learns in old TSR D&D that an entourage is lifesaving. No frontline interference, no breathing room to cast.)
Quote from: Shipyard Locked;833718Or one of those all-powerful fireballs that the 5th level party likely has :). What's sauce for the goose is sauce for the gander.
Never discount mutually assured burnination!
Quote from: Natty Bodak;833697If I gave you the impression that I didn't think two back to back fireballs could drop a 4th level party, that was definitely not my intention. I do not disagree with that at all. My contention is/was that the wizard is nowhere near assured to get both fireballs off.
Assured? No. But better than even probability, and it's particularly bad because, theoretically, this should be an easy encounter.
It's double-bad because the only counter to the overpowering magic is...more magic. I'm not sure my complaint of "magic and spells are overpowering" can really be dismissed by "yeah, but it doesn't matter because magic and spells are overpowering."
I'm not saying the classes need be all equal, but there really needs to be some sort of weakness to casting spells, is all.
QuoteDo you ask this question because of Counterspell? If so, wouldn't it be better to ask if I'm proposing that every party will have at least a wizard, warlock, or sorcerer? Because they all have access to Counterspell. I have not played with a party that hasn't had one of those three classes so far.
Agreed, all parties would have at least one of those, and every wizard will take counterspell at first opportunity, since it's perfectly effective against level 3 or lower spells. Why bother having nonmagical characters, though, since they're basically helpless against magic, which works so reliably?
QuoteIf anything in this discussion seems like theorycrafyting to me, it's the bolded parenthetical statement above. That's very situational,
Yes, it's very situational...against level 4 characters with hit points. The wizard just has to roll slightly high on initiative, and it's probably over right there. If not, any bad luck on the party's part (and "bad luck" means rolling slightly below average, and gawd forbid the party gets surprised) and it's over on round 2. Even with good initiative, and good hits and damage, it could still be over on round 1 if saving throws are bad. I apologize for the hyperbole, but it's really, really, nasty dealing with enemy spellcasters now, until you get the all-important counterspell (which, frankly, is a little strong, except that it's the only decent tool players have).
And, of course, the wizard can counter the counter-spell, so really you should have two spellcasters in the party with counterspell, so that this "easy" encounter is easy. This really is starting to sound a little edge-case to me...
Again, the issues here are that no real strategy or technique by the players comes into this. Either they have the same magic, so rocket launcher tag starts at fairly low level, or they get lucky against what's supposed to be an easy encounter.
QuoteSpeaking of picking up a calculator, what are the numbers on a AC 19 5th wizard who has already cast Shield getting hit with a second level Sleep spell? Pretty grim.
Agreed...and this leads to "geez, 4 level 3 wizards will basically auto-trash a level 5 party". Again, my real complaint is the massive amount of spells, the ability to cast multiple spells a round, that unstoppability of spells, and the increased damage (allow me to shift the goalposts to "effectiveness" a bit, in the case of sleep) of spells, makes magic a bit overpowering, too overpowering to really use enemy wizards against the party.
The counterargument boils down to "yeah, but, the players also have lots of spells and can cast lots of spells in a round and their spells are increased effectiveness, too, so they could get lucky.". I acknowledge it's an answer, but...I'm not so sure it really addresses the issue.
QuoteI don't understand how you can make the bolded claim when we've talked so much about Counterspell, which is *the* general way to stop a wizard from casting spells and is available to at least three of the arcane classes. But if we're not going to agree on that, I guess I'll drop it.
Which of these classes gets this at level 4, anyway? I concede against level 5 characters, it's only a TPK if the wizard gets surprise on the party, or is smart enough not to give up line of sight when he casts the spell, or just rolls high on initiative/initial damage, or if the party rolls bad saving throws and this is indeed a little situational. It's also possible that warlocks/sorcerers won't get counterspell at level 5, since they're only learning 1 new spell at that level.
QuoteI've agreed from the beginning on the rest of it, though. It was only the "you can't stop a wizard from casting" part I had a beef with.
Well, other than counterspell, there is...? Should the whole game revolve around this one spell? Again, I'm not sure this is a complete refutation of my claim about spellcasters being overpowering.
Now go to the other side of the table. From the player's point of view, his wizard can drop 2 fireballs pretty reliably, and that pretty much annihilates most encounters of same level (I trust you'll concede it's not theory-crafting to say most enemies in the ol' dungeon don't have counterspell?)...while casting shield, giving a better AC than many party members. Shouldn't the monsters have some tactic that could give them a tiny chance, beyond "flee in terror from anyone wearing a pointy hat"?
As far as druids, I acknowledge some theory-crafting as the party druid just made level 5 (and is quitting after seeing what wizards can do, and already seen how nuts it was in PF), but his plan was just to start conjuring animals. 8 wolves are pretty strong with pack tactics, although admittedly not much chance they'd survive a fireball. Later, he was going to conjure swarms of beings that explode when they die (mephits, eg), but it's hard to tell how dominating that would be at higher levels.
Granted, that's not as amazing as Wizard Eye (auto-map all dungeons) and polymorph (free t-rex!), but those are level 4, where D&D normally starts to get kinda broken.
I agree, TSR had it right when any hit that connects before casting "counterspells" the spellcaster. WotC has it wrong, still. There is the correct answer to the "LFQW" (linear fighter, quadratic wizard) debate: allow martial classes a chance to counterspell, too. The solution has been found and it's been with us all along from the beginning.
My recommendation, don't play Adventure League (current expeditions are being written poorly, so little loss there now) and houserule your game with interrupt-able casting. Yes, I share your complaint here. Fighters looked scary at first, and then we got a chance to see what spells can really do later. If GMs don't starve out player resources by making Long Rests harder to get, there goes the game. Starve out the novas and reintroduce the 'martial counterspell'.
Quote from: mAcular Chaotic;833709Maybe I'm GMing the NPCs wrong, but every spellcaster the party has come across in my games gets killed in like one or two turns tops. Usually so quickly that the players remark on how unexpectedly easy it was.
The low AC is oft the crux of it. They are generally easier to hit. This is why clerics can be such a nuisance as they can and oft will be better armoured and thusly harder to hit. Far moreso in 5e where there is an effective threshold and even low level starter monsters can be a threat way on, and the fact that a number of spells now need a to-hit roll.
But with some thought and tactics casters can be pretty darn tough to take down. But with NPC casters the problem is that the more competent you make them. The more lethal they get.
Quote from: Opaopajr;833755I agree, TSR had it right when any hit that connects before casting "counterspells" the spellcaster. WotC has it wrong, still.
I am not so sure on that. There are more spells now it seems with the concentration tag. And there is where you get your spell interrupts.
Expedious Retreat for example. Tag them as they start to flee and that breaks the spell.
Flame Blade came up recently. We ran into some nut with flame blade going and realized pretty quick that we had to nail him and break the spell before he could use the sword next round. 5 rounds of that with me taunting and belittling his flame blade and keeping him too mad to to use something more effective. Hed nail me with Poison Spray if the sword went down. Then cast Flame Blade again. Was still a brutal fight as Poison Spray did 2d12 damage at his level if I failed a con save. Damn element druids!
About breaking Concentration: That's not a Counterspell. That's a Dispel. There's a very big difference, as any MtG player would tell you after being aghast at the comparison.
I understand the desire to praise 5e for progress, and the introduction of a 'martial dispel' is one of them. It also prevents some spell stacking, too. But it is nowhere near the same as a 'martial counterspell'.
Sorry, your comparison does not work. XOXO, don't take it personal, still besties forever, kthxbai!
:p
The problem is not Wizard's of The Coast. It's not even TSR. It's the legacy that D&D is built on. Because of it's war game roots, D&D 'Magic' is super reliable. It can be cast (in most cases, as I'm remembering certain wording in some spells, like Wish, or Teleport) with almost no chance of failure on the Caster's part. Being hit (for older editions), failing a Concentration Check (for the newer 3.x and it's derivatives), missing the target (Some editions, for example, require some attack spells a roll to hit of some sort) or even just resisting a spell (Saving Throws, all editions) does not mean the spell failed to go off. It just means that the TARGET of the spell avoided it, or was somehow able to prevent it.
Counterspelling will not work within this frame work, as it needs a chance to fail. But if Counterspells can fail, basic Magic 'attacks' should fail as well, otherwise it's not going to be used, as it's too 'unreliable'.
Unfortunately, due to 5e's need to be 'backwards compatible', you cannot have a system in which magic requires a fail state of some sort because none of the other editions save one (4e) ever had that into it's rules.
D&D style magic is more reliable than Science will ever hope to be, and that's how players love it.
Quote from: Doom;833737Agreed, all parties would have at least one of those, and every wizard will take counterspell at first opportunity, since it's perfectly effective against level 3 or lower spells. Why bother having nonmagical characters, though, since they're basically helpless against magic, which works so reliably?
I wanted to add that Counterspell can be ramped up with higher spell slots to counter that spell slot level and below without a DC check. When you hit access to your 3rd lvl spells, one of your two freebie spell better be Counterspell. I'd recommend Dispel Magic for the other one. Yes, they're that über. Denial is a thing, I hear...
Christopher Brady, you obviously must have forgotten your TSR past with that post. Wish and Teleport were notoriously unreliable pre-WotC. Teleport — until Teleport Without Error, a significantly higher lvl spell — was a wonderful way to die unintentionally back in the day. As were Fireball, Lightning Bolt, and on and on. So you're theory diagnostic falls apart upon contact.
That said, you're comment on 'a reliability better than science (technology)' is spot on. Divine spell failure has been removed. Arcane spells are significantly more streamlined. All that creeps up reliability to levels that bests one's own car on any given Monday morning. Actions have consequences, and we can see its price here from WotC's insistence on this direction.
But I forget, maybe 5e DMG gave some good ideas to mess with magic more.
Quote from: Opaopajr;833763About breaking Concentration: That's not a Counterspell. That's a Dispel. There's a very big difference, as any MtG player would tell you after being aghast at the comparison.
I understand the desire to praise 5e for progress, and the introduction of a 'martial dispel' is one of them. It also prevents some spell stacking, too. But it is nowhere near the same as a 'martial counterspell'.
Sorry, your comparison does not work. XOXO, don't take it personal, still besties forever, kthxbai!
:p
We disagree on what constitutes interrupting a spell here.
Yes. Its now nigh impossible to actually break a spell mid cast. Really. Who the heck is going to stand around in the middle of a fight for
10 rounds so they can conjure a minor elemental or some undead? If we see someone still twiddling their fingers at us for more than a round then we know we better nail that guy ASAP because something like pretty bad is coming our way when he finishes.
But a concentration spell interrupted is just as down as one one that was never cast at all.
Fireball and a few other artillery level spells really should have a cast time of at least two or so rounds so there is a chance to directly break it.
Quote from: Opaopajr;833767Christopher Brady, you obviously must have forgotten your TSR past with that post. Wish and Teleport were notoriously unreliable pre-WotC. Teleport — until Teleport Without Error, a significantly higher lvl spell — was a wonderful way to die unintentionally back in the day. As were Fireball, Lightning Bolt, and on and on. So you're theory diagnostic falls apart upon contact.
Did you even read my post completely? I pointed that some spells, LIKE WISH AND TELEPORT, could go wrong. But then again, the spells still HAPPENED. They still went off, no chance of failure except when influenced from the outside, like being hit, in the older editions. So no, my statement stands, D&D magic ALWAYS works, no chance of failure upon casting it, because the magic still happens.
Quote from: Christopher Brady;833778Did you even read my post completely? I pointed that some spells, LIKE WISH AND TELEPORT, could go wrong. But then again, the spells still HAPPENED. They still went off, no chance of failure except when influenced from the outside, like being hit, in the older editions. So no, my statement stands, D&D magic ALWAYS works, no chance of failure upon casting it, because the magic still happens.
Actually for TSR (2e at least) Divine spell failure % was there. Arcane spell failure % was there as an optional rule. And the PHB read being hit as causing the spell to fail, losing the memory of it and the slot as the spell was cast (and being released, as per Vancian). And then there was setting-fu: like Mythal, Faith-Only Magic zones, Domains, which caused more than altered spell effects, such as use denial, chaos, or outright negation.
Though you are using a very strict interpretation of 'spell failure' as a sort of innate function of spells. OK, fair enough — and that too still existed in TSR D&D. I mentioned it before a previous post and its up there again as the first two sentences of examples.
Quote from: Omega;833772We disagree on what constitutes interrupting a spell here.[...]
But a concentration spell interrupted is just as down as one one that was never cast at all.
Fireball and a few other artillery level spells really should have a cast time of at least two or so rounds so there is a chance to directly break it.
Counterspell prevents the spell from coming into existence.
Dispel Magic ceases the spell's continued existence.
Not all spells have or need a continued existence to wreck havoc.
Very, very different functions, as a moment is all you need to change the tide of battle.
As for Fireball having longer casting times, I think that's unnecessary. Like I mentioned in my previous posts, they screwed up on initiative — again. The fog of war from TSR's round-by-round new initiatives kept things from being game-able. Even casting times of 1 were no guarantee as initiative could screw you over.
I'd dump 5e's initiative system and just go back to 2e's spread of 3 options. It's just better in actual play. Especially combined with 'martial counterspell', where a hit wrecks the spell and loses the spell slot.
Quote from: Opaopajr;833785I'd dump 5e's initiative system and just go back to 2e's spread of 3 options. It's just better in actual play. Especially combined with 'martial counterspell', where a hit wrecks the spell and loses the spell slot.
What was 2E's like?
Still in. Still loving it.
Easy to DM, easy to prep, easy to run, players having a blast!!
I get to be a player in a new game. Worked up a 4th level Tiefling Warlock of The Fiend with an Imp Familiar. :-) Looking forward to 6 - 15 points of damage with my Eldritch Blast at 240 feet range that ignores cover. Spell Sniper for the win!! :-) ;-)
I'm honestly befuddled about how this conversation has gone. I don't feel like you've acknowledged the focus of my point, or the actual play experience. I'm going to dispense with the multiple points and "wall of text" style to make one last effort.
The claim you made that I disagree with:
Quote from: Doom;8333372) Absolutely no way to stop spellcasting.
Here's me providing counter examples from actual play.
Quote from: Natty Bodak;833408Here are the things that can, and actually did, prevent the wizard from casting fireball.
- Command (1st level Cleric spell)
- Silence (2nd level Cleric spell)
- Counterspell (3rd level Wizard spell)
- Sleep (1st level Wizard spell, cast as a second level spell in my particular case)
- A 5th level Rogue with Assassinate
Here's you saying "well, other than
Counterspell, what is there?"
Quote from: Doom;833737Well, other than counterspell, there is...? Should the whole game revolve around this one spell? Again, I'm not sure this is a complete refutation of my claim about spellcasters being overpowering.
See that list above? The list with more things than Counterspell on it? The one that I have now posted three times? This is all a refutation of "absolutely no way to stop spellcasting." If you are consciously discounting each item on that list, could you at least do that out loud? The only reason I keep coming back to this is that it seems like you aren't even seeing my point.
Otherwise this thing seems to have taken a left turn into BMX Bandit territory.
...and so much for my effort at avoiding the "wall of text."
I thought casting Silence on a coin and tossing it into the room was standard-operating-practice for dealing with enemy spellcasters?
Quote from: Natty Bodak;833829See that list above? The list with more things than Counterspell on it?
I'm sorry, but can you show me where in your PHB "Command" is a reaction? Mine doesn't seem to indicate that.
I'm sorry, but can you show me where in your PHB "Sleep" is a reaction?
Are you house-ruling these spells as reactions? Do you notice nobody else thinks you're right?
I'm sorry, but can you show me where in your PHB "Silence" is a reaction? A 20' radius is almost meaningless, or are you also houseruling that most characters can't casually move 20' in a move? You can't even cast it on a coin anymore.
It really looks like you've houseruled your game to allow multiple ways to stop spellcasting (and by " stop spellcasting" I mean "stopping spells as they are being cast", since, yeah, if you kill the wizard, that does indeed stop his casting any further spells...or do you houserule that this would negate all effects of previous spells?).
And, of course, the whole "the reason why Doom is wrong about spellcasting being overpowerful is because spellcasting is overpowerful" argument really is problematic.
Assassinate? Heck, why don't you say all melee attacks prevent spellcasting, since, hey, death does work.
QuoteThis is all a refutation of "absolutely no way to stop spellcasting."
No, it's pure idiocy (beyond Counterspell). You may as well say "but I can cast Wish to retroactively have the wizard be miscarried, and thus never be born, and that would counter the wizard's spellcasting."
a 5th level spellcaster is a CR3.
How do you know how many spell slots an enemy wizard has anyway when your'e GMing? I wasn't sure how to run them.
Quote from: mAcular Chaotic;833869How do you know how many spell slots an enemy wizard has anyway when your'e GMing? I wasn't sure how to run them.
I would presume he would have as many as a PC wizard for a given level.
So, a level 5 wizard would have two 3rd level spells, fireball, say, and outside of counterspell, there's not much you can realistically do to prevent those spells from being cast, and it's particularly a problem if the party is level 4 (and thus not high enough level to cast counterspell).
But, a level 5 wizard is a CR 3 encounter, which means fairly low risk for a level 4 party. Now, absolutely, if you use bad math, you might think the average damage from a fireball (28) is not more than the average hit points of a level 4 cleric with with 12 CON (27). I totally concede that a fireball isn't all-powerful, and there's a very low chance the characters will die from a single fireball, although it's plausible that half the party will be brought to 0 hit points.
But the wizard gets two fireballs, so the players *must* one-shot that wizard, or otherwise get lucky, to prevent a TPK. Now, as DM, the way around this is to play the evil wizard as pretty stupid, but I suspect in the higher levels there are going to be real problems (increase enemy wizards up to some ridiculous number, like "2", to get some idea of what I'm talking about).
The real issue is that spellcasting gets overpowering pretty fast in 5e. Now, the game is still fun, there's lots of fun here, honest...but cracks are starting to appear at level 5.
Quote from: Doom;833858I'm sorry, but can you show me where in your PHB "Command" is a reaction? Mine doesn't seem to indicate that.
I'm sorry, but can you show me where in your PHB "Sleep" is a reaction?
Are you house-ruling these spells as reactions? Do you notice nobody else thinks you're right?
I'm sorry, but can you show me where in your PHB "Silence" is a reaction? A 20' radius is almost meaningless, or are you also houseruling that most characters can't casually move 20' in a move? You can't even cast it on a coin anymore.
It really looks like you've houseruled your game to allow multiple ways to stop spellcasting (and by " stop spellcasting" I mean "stopping spells as they are being cast", since, yeah, if you kill the wizard, that does indeed stop his casting any further spells...or do you houserule that this would negate all effects of previous spells?).
And, of course, the whole "the reason why Doom is wrong about spellcasting being overpowerful is because spellcasting is overpowerful" argument really is problematic.
Assassinate? Heck, why don't you say all melee attacks prevent spellcasting, since, hey, death does work.
No, it's pure idiocy (beyond Counterspell). You may as well say "but I can cast Wish to retroactively have the wizard be miscarried, and thus never be born, and that would counter the wizard's spellcasting."
Ok. I'm not befuddled anymore. We simply weren't speaking the same language.
If I were to translate from "internet asshole" to "human being" your responses to me trying to engage with what you were saying might have read something like this:
QuoteYou misunderstand. What I meant by "Absolutely no way to stop spellcasting" was "Absolutely no way to interrupt spellcasting", not "Absolutely no way to prevent spellcasting."
But now that we've got the rosetta stone, it's all good.
If your players can't casually walk 20' to not all be in the blast radius of a fireball, then I don't see why your enemy wizard can casually walk 20' out of a Silence spell.
When Omega implied you might just be talking out of your ass rather than responding to actual play experience, I wondered why he thought that. But if you think players are just going to sit there clustered up so you can fireball them twice, that does kind of smack of white room thinking about how effective fireball is without taking into account the practicalities of an actual location, or any of that actual play stuff that comes up in, you know, actual play.
The fact that you still think I'm trying to debunk your argument about "spellcasting being overpowerful" indicates that you are either thick as a brick, or you really aren't speaking the same language.
Does grappling do anything to somatic casting?
What about disarming material foci or components?
Quote from: Natty Bodak;833896But if you think players are just going to sit there clustered up so you can fireball them twice, that does kind of smack of white room thinking about how effective fireball is without taking into account the practicalities of an actual location, or any of that actual play stuff that comes up in, you know, actual play.
Fireball is really a tough call in a lot of average rooms and hallways. In my experience (admittedly from prior editions) even the most pyromaniacal players don't usually get to deploy it willy nilly. NPCs can face similar issues.
Related thoughts:
- Where are this wizard's allies? How do they stay out of the fireball while still being useful? If the wizard is fighting alone, what's the plan when the party converges on him or spreads around him, making most AOE highly questionable?
- As soon as the wizard is identified some chunky melee player is going to park themselves right next to him, and since there are no opportunity attacks for circling around someone in 5e, he'll likely make sure he's behind the wizard and away from his party. What does the wizard do, move to a worse position? Take the opportunity attack?
- If we're generating a wizard based off of player class and MM assumptions, don't these fuckers have, like, 23 measly hit points at CR 3? Sure he might be burning spell slots on limited AC tricks, but four to five standard 5th level PCs can certainly deal that much damage to a single target in a round. Even a party of non-casters. Have you seen how much a rogue or barbarian can dish out?
- Dispel and counterspell are 3rd level, right? If the enemy wizard is casting those in self defense, he ain't casting double fireballs.
- Doom, where did you get that 12d6 number from earlier? Fireball is 8d6, and double fireball is 16d6.
Quote from: Shipyard Locked;833902Does grappling do anything to somatic casting?
What about disarming material foci or components?
Grappling really only reduces the target's movement to zero according to a strict reading of the rules. This along with Silence would put the wizard in a bind unless he's really been working out.
I haven't seen anything on disarming (as a mechanic), but removing their focus and components would do the trick. This edition is pretty soft on components in that it allows a focus or "bag of things" as a replacement for the actual material components, but it's still a requirement.
Quote from: Shipyard Locked;833902Fireball is really a tough call in a lot of average rooms and hallways. In my experience (admittedly from prior editions) even the most pyromaniacal players don't usually get to deploy it willy nilly. NPCs can face similar issues.
That's my experience, too. Kiddy-safe organized play fireball rules excepted.
Quote from: Shipyard Locked;833902Related thoughts:
- Where are this wizard's allies? How do they stay out of the fireball while still being useful? If the wizard is fighting alone, what's the plan when the party converges on him or spreads around him, making most AOE highly questionable?
- As soon as the wizard is identified some chunky melee player is going to park themselves right next to him, and since there are no opportunity attacks for circling around someone in 5e, he'll likely make sure he's behind the wizard and away from his party. What does the wizard do, move to a worse position? Take the opportunity attack?
- If we're generating a wizard based off of player class and MM assumptions, don't these fuckers have, like, 23 measly hit points at CR 3? Sure he might be burning spell slots on limited AC tricks, but four to five standard 5th level PCs can certainly deal that much damage to a single target in a round. Even a party of non-casters. Have you seen how much a rogue or barbarian can dish out?
- Dispel and counterspell are 3rd level, right? If the enemy wizard is casting those in self defense, he ain't casting double fireballs.
- Doom, where did you get that 12d6 number from earlier? Fireball is 8d6, and double fireball is 16d6.
I
believe he was using 12d6 as short hand for assuming a player would make one save and fail the other.
Quote from: mAcular Chaotic;833801What was 2E's like?
2e's Initiative core system was Group Initiative, Group Modifier, roll each round. So each group would roll a d10, and the group would be assessed if it qualified for a group modifier (usually not applicable). Very fast, one side go, then other side go. And it screwed with gamesmanship royally, because there was no guarantee the dice would favor you next round.
The first optional system was Group Initiative, Individual Modifier, roll each round. Same d10 is used for each group, so rolling and recording takes negligible time. Still very fast, though it shuffled some of the group's members in between depending on their attack methods. Was better for medium-sized battles. It also carried the fog of war.
The second optional system was Individual Initiative Individual Modifier, roll each round. Still d10, but would take more time. However the shuffling was much greater, and then you could do more finesse things, in exchange for a longer combat time. Still fog of war, but better for the small combats. This one is more reminiscent of 3e, except still d10, not d20, and no DEX mod.
Individual Modifier is where you get weapon speeds and spell casting times mattering.
Also,
outlier DEX values only mattered for Surprise Checks, no bearing on initiative as per PHB, (suck that, god stat!).
That's a lot of words, but in practice it is waaaay easier. And compared to WotC iterations, far less game-able. Fog of war is a beautiful thing in play.
Quote from: Shipyard Locked;833902Does grappling do anything to somatic casting?
What about disarming material foci or components?
Grapple only reduces Spd to 0, which prevents Dodge action. Thus the multi-attack fighter can keep Grappling others as long as a free hand is open. But the Grapple rules never specify what's the cost to maintain a grapple -- and there's no other penalty to being grappled besides loss of movement.
So you theoretically can stuff them all between your thighs as you keep grappling more people. And all those people between your thighs can wave their hands around to... bodhisattva dance, nut punch, or cast spells. Yes, this is deliberately open to GM interpretation, and can be a nightmare with rules lawyers on AL tables.
Disarming material foci or components is doable, but it is under either a) Battle Master maneuver only, or b) Improvise an Action as per the tan box at the end of Actions in Combat section. "A" only is a very strict interpretation of the rules, not allowing others to attempt. "B" is a looser interpretation of the rules, but not really giving GM guidance on how do to so.
Quote from: Shipyard Locked;833902Fireball is really a tough call in a lot of average rooms and hallways. In my experience (admittedly from prior editions) even the most pyromaniacal players don't usually get to deploy it willy nilly. NPCs can face similar issues.
Fireball is more reliable now as it doesn't need to fill a given volume. The "generally conforms to the shape of the area in which it occurs" clause, and subsequent volume calculation, is now replaced with "the fire spreads around corners." That means GM judgment, which is free to read as a tight radius sphere -- it may spread around corners, but it does not breach its 20' radius. Can you see where this will go in Organized Play?
It also doesn't ignite worn or carried flammable objects, and flammable environmental features are up to GM discretion. Nope, not even a PC's failed save matters, as long as it is worn or carried. Yes, a lake of kerosene -- just like wooden floors and walls -- may be deemed 'not an object' by strict RAW, but an environmental feature instead... Yay. :rolleyes:
Remember the time when your backpack could catch fire and your potions could fall out and mix
dangerously together? Remember when accidentally lighting the house on fire created more chaos/fun? Remember when miscalculating the volume you accidentally nuked the party? Remember when?...
Well, it helps to find a GM that remembers that too nowadays. ;) Hey, big tent, allows all editions to come together. Want old school play? Find old school GMs and players with their more open Rules As Intended/Interpreted attitude. Want safety bumpers on your bowling lane?... Well, WotC is here for you too. Just gotta find like minds.
Fireball 3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
As far as official D&D goes, 5E might just have become my favourite edition. 20 sessions in I still like it just as much, probably even more than in the beginning.
Looking back at it, I've come a long way with 5E. The first D&D Next playtest left me super-cold, yet somehow two years later the excitement of a new edition lured me right back in. I don't regret giving it a chance a single second.
Honestly, at the moment, they are doing a lot of things right with 5E. It also helps, that the game is well supported with some excellent licensed properties like D&D Dice Masters, the Temple of Elemental Evil board game, and of course D&D Attack Wing.
However, the kind of campaign the 5E rules inspire feel a little bit too heroic for my tastes at times. Though gotta be honest: the term Heroic Fantasy, which 5E claims as the standard mode of play in the DMG, actually fits the Conan/Elric/Shadowjack-style of S&S quite well, with protagonists which are already quite able in their profession and are 'special' in some sense. That being said, I would love it also to feel a little bit more like S&S fiction in play. Thankfully the rules are quite flexible and the DMG makes some decent suggestions on how to modify the system to be a bit more hardcore.
Quote from: Haffrung;833838I thought casting Silence on a coin and tossing it into the room was standard-operating-practice for dealing with enemy spellcasters?
I picked it up and tossed it back at them. :cool:
Actually the NPC in question rolled the coin. Which made it far harder to catch than if hed just tossed it.
Quote from: mAcular Chaotic;833869How do you know how many spell slots an enemy wizard has anyway when your'e GMing? I wasn't sure how to run them.
Well the ones in the 5e MM tell you their level and spell loadout. So from there you know the rest. Same for any other NPC caster.
Example from the Basic DMG Mage.
QuoteSpellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). The mage has the following wizard
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Quote from: Natty Bodak;833907Grappling really only reduces the target's movement to zero according to a strict reading of the rules. This along with Silence would put the wizard in a bind unless he's really been working out.
I haven't seen anything on disarming (as a mechanic), but removing their focus and components would do the trick. This edition is pretty soft on components in that it allows a focus or "bag of things" as a replacement for the actual material components, but it's still a requirement..
Grappling Master feat turns the grapple into a restrained status.
Disarming is in the DMG page 271. Works to knock items held. Not just weapons. So spell focuses can be popped. A to hit attack with a weapon vs the targets STR (athletics) or DEX (acrobatics) check. No damage if it fails, and the attacker is at disadvantage if the item is being held 2-handed.
Quote from: Opaopajr;833921Disarming material foci or components is doable, but it is under either a) Battle Master maneuver only, or b) Improvise an Action as per the tan box at the end of Actions in Combat section. "A" only is a very strict interpretation of the rules, not allowing others to attempt. "B" is a looser interpretation of the rules, but not really giving GM guidance on how do to so.
You know, I haven't seen any one play Battle Master yet, and I swear I must have read Disarming Attack ten times, and forgotten it ten times. Thanks for the reminder about it.
I think I kept discounting it because in my head I thought "well, they'll just pick it back up with their free environment interaction." But the disarmer could obviously just do the same after they disarm it. Just goes to show you the danger of writing something off without giving it a go.
Quote from: Omega;833933Grappling Master feat turns the grapple into a restrained status.
Disarming is in the DMG page 271. Works to knock items held. Not just weapons. So spell focuses can be popped. A to hit attack with a weapon vs the targets STR (athletics) or DEX (acrobatics) check. No damage if it fails, and the attacker is at disadvantage if the item is being held 2-handed.
And thank you for that, too.
It occurs to me that all of the player casters have both a focus and component pouch, so one might reasonably assume an NPC caster would have the same.
Quote from: Opaopajr;8339162e's Initiative core system was Group Initiative, Group Modifier, roll each round. So each group would roll a d10, and the group would be assessed if it qualified for a group modifier (usually not applicable). Very fast, one side go, then other side go. And it screwed with gamesmanship royally, because there was no guarantee the dice would favor you next round.
The first optional system was Group Initiative, Individual Modifier, roll each round. Same d10 is used for each group, so rolling and recording takes negligible time. Still very fast, though it shuffled some of the group's members in between depending on their attack methods. Was better for medium-sized battles. It also carried the fog of war.
The second optional system was Individual Initiative Individual Modifier, roll each round. Still d10, but would take more time. However the shuffling was much greater, and then you could do more finesse things, in exchange for a longer combat time. Still fog of war, but better for the small combats. This one is more reminiscent of 3e, except still d10, not d20, and no DEX mod.
Individual Modifier is where you get weapon speeds and spell casting times mattering.
Also, outlier DEX values only mattered for Surprise Checks, no bearing on initiative as per PHB, (suck that, god stat!).
That's a lot of words, but in practice it is waaaay easier. And compared to WotC iterations, far less game-able. Fog of war is a beautiful thing in play.
Wait, could you explain how group initiative / group modifier works? So you roll a d10, and it applies to the entire party? So if I rolled a 6, that's it for all the PCs. But then what's the group modifier if there's no DEX used?
Also what about the monster's side? Does every single monster all go on the same initiative? Or do they roll separately per kind of monster? (Aka, goblins, then hobgoblins, then owl bears, etc)
Quote from: Shipyard Locked;833902Fireball is really a tough call in a lot of average rooms and hallways. In my experience (admittedly from prior editions) even the most pyromaniacal players don't usually get to deploy it willy nilly. NPCs can face similar issues.
Actually, a pyromaniacal player will just take spell-shaping and not have to worry about hitting friends with fireballs...it's pretty brutal, and doesn't require retarded houseruling of "players can automatically run 40' in the instant between fireball being cast and it actually going off", which I think is a bit much.
I grant that if players run in all directions, fireballing the whole party after the first round is unlikely, but now we have the "how do they all focus fire and remain in line of sight" issue. It's no biggie, I concede there are all sorts of marginal edge cases every bit as reliable as retroactively wishing for a miscarriage, but I encourage the curious player to simply whip out some of the dungeon maps for published 5e adventures and see that, yeah, most likely players will all be in 40' radius of each other, and won't be able to conveniently move out of that radius AND also all be relevant to the fight.
QuoteRelated thoughts:
- Where are this wizard's allies? How do they stay out of the fireball while still being useful? If the wizard is fighting alone, what's the plan when the party converges on him or spreads around him, making most AOE highly questionable?
Again, I was just pointing out how ridiculously deadly the CR 3 fight is, where outside of marginal cases there's a real chance of a TPK. Toss in some allies, and it gets much more deadly, but also a higher CR. And you can't throw in all the marginal edge cases as legitimate possibilities AND assume he's going to get converged on by the party, especially if he also has allies. The wizard could also just stand in a 5' corridor, or otherwise put himself in a position where getting attacked on all sides is impossible (but, again, it's best just to play the wizard stupidly, and then the encounter would be around CR 3).
Of course, two such wizards is CR 4, and if you think that's a fair fight against four level 4 PCs...
Quote- As soon as the wizard is identified some chunky melee player is going to park themselves right next to him, and since there are no opportunity attacks for circling around someone in 5e, he'll likely make sure he's behind the wizard and away from his party. What does the wizard do, move to a worse position? Take the opportunity attack?
The wizard could just as easily circle around the chunky melee player, right? Well, assuming you don't play the wizard stupidly...and, again, with an AC of 19, the wizard could certainly afford to take an opportunity attack if necessary; it's only a 2 round fight anyway.
Quote- If we're generating a wizard based off of player class and MM assumptions, don't these fuckers have, like, 23 measly hit points at CR 3? Sure he might be burning spell slots on limited AC tricks, but four to five standard 5th level PCs can certainly deal that much damage to a single target in a round. Even a party of non-casters. Have you seen how much a rogue or barbarian can dish out?
Absolutely, if the players get lucky, they can take out the 23 hp, AC 19 mage in one round...but it'll take a bit of luck, since most level 4 characters aren't going to have a +9 to hit bonus at level 4. Going meta here, we're talking 6 attacks, with about a 40% chance of hitting, so they'll have to average 10 points of damage per hit. Totally possible, even at level 4...but this is supposed to be an easy encounter.
Yes, at 5th level, the fight goes from "very dangerous" to "iffy"--if the wizard gets good initiative and rolls good first damage and the party rolls average saving throws, it'll likely be a TPK, but otherwise, there will probably only be one fatality at most, and the party will win, but need a long rest afterwards. I know, CR has never worked well, but that's pretty wacky that it's falling down at "3"...and, again, the problem is spellcasting has gotten even more buffs in the rules.
Yes, a level 5 mage in old AD&D also could fire off a fireball, but he wouldn't have the guaranteed buff of Mage Armor, and the second spell each round of Shield and the slots to spend. Most importantly, it's the second fireball that's the problem, I just don't see why, from a design decision standpoint, if interrupting spellcasting is difficult (outside of counterspell), WoTC gave the spellcasters additional spells
and infinite cantrips.
If vampires were constantly being buffed like this, then, compared to the AD&D vampires, 5e vampires would gain immunity to sunlight as a class feature, gain immunity to damage from stakes as another possible class feature, gain the ability to be any alignment at roll-up, gain immunity to turning at 2nd level, immunity to radiant, holy water, and fire damage at 3rd level, gain quadruple regeneration that can't be stopped by any effect as a "possible" feat at 4th level, gain the ability to polymorph into any creature as a bonus action, gain additional healing when using level draining attacks, and gain the ability to use level draining attacks when using ranged weapons.
In short, everything that made vampires weak would be removed, and all the strengths would be magnified...and that's pretty much what's happened with D&D spellcasting.
Quote- Dispel and counterspell are 3rd level, right? If the enemy wizard is casting those in self defense, he ain't casting double fireballs.
Nobody said he was, he'll almost certainly cast Shield as the reaction. If he gets the fireball off first, the PC wizardly types will probably go down (the extra damage on the fireball is also problematic here). Even if they just barely survive, they'll get to choose between "hmm, should I try a 50% chance spell, or flee?". Again, it could go either way, but for an "easy" encounter, half the party down or running for their lives after 1 round is brutal, especially when round 2 will almost certainly inflict fatalities...
Yes, if the PC's get high initiative, they can fireball him first...but considering this is supposed to be a fairly easy encounter, "coin toss for a TPK" is a bit much.
Quote- Doom, where did you get that 12d6 number from earlier? Fireball is 8d6, and double fireball is 16d6.
Well, the most likely event in the face of 2 fireballs is a PC will make one save and fail the next...the next most likely event (for most character builds) is fail both.
Grappling isn't quite as effective as one hopes; it won't stop spellcasting, and you can use Dex to escape a grapple (and it's not like the wizard will be putting alot of points into strength). Yeah, keeps the wizard from moving, but you give up an attack for damage to do it. That's a problem, since while you grab the wizard, he's killing your teammates because he can still cast freakin' spells...maybe if the fight were going to last more than 2 rounds, this would be a real consideration, but giving up 100% or 50% of your damaging attacks is alot, for minimal gain...and the wizard can just use Misty Step to automatically escape, if doesn't look like he'll just kill multiple party members instead.
Quote from: Natty Bodak;833934You know, I haven't seen any one play Battle Master yet, and I swear I must have read Disarming Attack ten times, and forgotten it ten times. Thanks for the reminder about it.
I think I kept discounting it because in my head I thought "well, they'll just pick it back up with their free environment interaction." But the disarmer could obviously just do the same after they disarm it. Just goes to show you the danger of writing something off without giving it a go.
This is something I was wondering. Suppose that you get disarmed and the weapon falls between you and an enemy.
Can you just use your free action to pick it up, or do you have to contest the other creature for it somehow? It doesn't make sense that you'd be able to just drop your guard and pick something up when someone's right in your face. It would be a free action if nothing else was going on, but in the middle of life and death combat......
Quote from: mAcular Chaotic;833948Wait, could you explain how group initiative / group modifier works? So you roll a d10, and it applies to the entire party? So if I rolled a 6, that's it for all the PCs. But then what's the group modifier if there's no DEX used?
Also what about the monster's side? Does every single monster all go on the same initiative? Or do they roll separately per kind of monster? (Aka, goblins, then hobgoblins, then owl bears, etc)
You determine according to 'faction side', though you are free to apply it to monster type. Basically it is to simplify battles, and works like a song for complicated mass battles, especially with multiple factions. Let me give examples:
Simple Mid-sized Battlei.e. 1: 5x PCs v. 12x Goblins. They are on flat ground, not surprised, no other context — thus no modifier. Roll 1d10 for each group, add no modifier, each round. Rd 1, PCs roll 7, Goblins roll 10, PCs go first. Rd 2, PCs roll 8, Goblins roll 2, Goblins go first. And so on.
Multi-faction Large-sized Battlei.e. 2: 4x PCs (team hero) v. 1x Bugbear 3x Hobgoblins & 8x Goblins (team horde) v. 15x Zombies (team moan). Team Horde overbore Team Hero and was holding them, but Team Moan suddenly appeared in the mid-distance, charging, and is a mutual threat. Team Moan declares Charge getting (-2 init) mod, Team Horde declares to Receive Charge getting (-2 init) mod, and Team Hero declares stuff but is held and first struggling out getting (+3 init) mod.
Rd 1, all 3 groups roll 1d10 each. Team Hero rolls 2 (+3) =5, Team Horde rolls 7 (-2) =5, and Team Moan 6 (-2) =4.
Team Hero and Team Horde are now surrounded with a mutual enemy. However there is an opportunity for Team Hero to pick off some of Team Horde in the ensuing chaos, and possibly ensure escape. Team Horde and Team Hero yell out temp alliances (and plot fog of war betrayals) for next round.
Rd 2, there is no more Team Moan charge, thus no Team Horde receive charge, and no longer Team Hero held, thus no group modifiers. Each GM NPC action is secretly decided, and PCs declare. All 3 groups roll 1d10 each. Team Hero rolls 10, Team Horde rolls 3, Team Moan rolls 7. And so on.
----------------
In 5e initiative that second example would require 5x 1d20 rolls, one for each monster group, and then it would be locked in for future rounds. In 2e initiative that second example needs only 3x 1d10 rolls, and it would change each round. That seems like extra work, but beforehand declaration and each round initiative creates fog of war. That crushes DEX dependency and PC stalling combat between turns for tactical collusion, which speeds up combat tremendously.
I miss those big, messy combats that could be resolved quickly. 3-Way contests or greater make for great roleplay opportunities mid-combat. It handles high volume and multi-factionalism so that the mechanics get out of the way and players can focus on the world dynamics.
I like 5e, but there are things I miss. Thankfully the game is wonderfully moldable in comparison of the WotC offerings.
Quote from: mAcular Chaotic;833963This is something I was wondering. Suppose that you get disarmed and the weapon falls between you and an enemy.
Can you just use your free action to pick it up, or do you have to contest the other creature for it somehow? It doesn't make sense that you'd be able to just drop your guard and pick something up when someone's right in your face. It would be a free action if nothing else was going on, but in the middle of life and death combat......
You can just walk up and pick it up with your free action. The only threat is being within reach and trying to leave it may trigger an Opportunity Attack. Otherwise, there is no penalty, contest, etc.
Remember, everyone's initiative is broken up individually, and ties are deliberately broken (there's a whole PHB follow-up paragraph on suggestions how). And every round is only 6 seconds, so every facet of one's turn is micro-managed into non-overlapping parts unless otherwise stated. Everyone moves discretely, so there's no collisions or unintentional contests.
Quote from: Opaopajr;833966You can just walk up and pick it up with your free action. The only threat is being within reach and trying to leave it may trigger an Opportunity Attack. Otherwise, there is no penalty, contest, etc.
Remember, everyone's initiative is broken up individually, and ties are deliberately broken (there's a whole PHB follow-up paragraph on suggestions how). And every round is only 6 seconds, so every facet of one's turn is micro-managed into non-overlapping parts unless otherwise stated. Everyone moves discretely, so there's no collisions or unintentional contests.
That just seems so immersion breaking to me.
Quote from: Opaopajr;833965Multi-faction Large-sized Battle
i.e. 2: 4x PCs (team hero) v. 1x Bugbear 3x Hobgoblins & 8x Goblins (team horde) v. 15x Zombies (team moan). Team Horde overbore team Hero and was holding them, but Team Moan suddenly appeared in the mid-distance, charging, and is a mutual threat. Team Moan declares Charge getting (-2 init) mod, Team Horde declares to Receive Charge getting (-2 init) mod, and Team Hero declares stuff but is held and first struggling out getting (+3 init) mod.
Rd 1, all 3 groups roll 1d10 each. Team Hero rolls 2 (+3) =5, Team Horde rolls 7 (-2) =5, and Team Moan 6 (-2) =4.
What's this Charge and Receive setting? It just came out of nowhere in your explanation. So that's how they get a modifier?
Quote from: mAcular Chaotic;833967That just seems so immersion breaking to me.
Meh, I got used to it from 6 sec rounds from GURPS and 3e. But yeah, it can seem strange. Personally hated 3e AoO locking everyone together, with mages dancing around the edges, though.
Quote from: mAcular Chaotic;833968What's this Charge and Receive setting? It just came out of nowhere in your explanation. So that's how they get a modifier?
That's from the small table of allowed Group Modifiers. There's only like 10 possible modifiers. I didn't post the table because I didn't think it critical. And a majority of the group needs to qualify before your group can get it. So if not all of Team Horde received charged, they would not get that group modifier. (And technically I didn't have to give Team Moan its charge modifier, but since they all did the same I gave it to them.)
Here's the
From Gold to Glory (2e OSR) table. (I also forgot how to do tables... :o) It's very reminiscent of the 2e PHB:
Table 8.1: Initiative Modifiers
Situation
Modifier
Hasted
−2
Slowed
+2
High ground
−1
Receive charge
−2
Knee deep water
+2
Slippery footing
+2
Waist deep water
+4
Underwater
+6
Hindered (climbing, tangled, held)
+3
Waiting
+1
Quote from: Doom;833956Grappling isn't quite as effective as one hopes; it won't stop spellcasting, and you can use Dex to escape a grapple (and it's not like the wizard will be putting alot of points into strength). Yeah, keeps the wizard from moving, but you give up an attack for damage to do it. That's a problem, since while you grab the wizard, he's killing your teammates because he can still cast freakin' spells.
I only just got my 5e books, and only finished reading the PHB yesterday, so forgive me if these questions are way off point, but . .
Would being grappled limit casters solely to spells that are V, and stop any with the M and S requirements?
Also, how much of a problem is being disadvantaged to a caster?
Quote from: Weru;833975[...] Would being grappled limit casters solely to spells that are V, and stop any with the M and S requirements? [...]
No. Grappled is a defined condition. Its definition states nothing about tying up both hands of the caster, thus nothing preventing S (somatic) components. It does one bulleted thing, and one bulleted thing only. The other two bullets are strictly about how to get out of the Grappled condition.
Grappled •
A grappled creature's speed becomes 0, and it can't
benefit from any bonus to its speed. (this is all it does)• The condition ends if the grappler is incapacitated
(see the condition).
• The condition also ends if an effect removes the
grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled
away by the thunder wave spell.
Restrained does more for combat, but it still does not prevent actions or reactions. It specifically does not tie up both hands of casters. And casters only need one hand to perform S (somatic) components. IIRC, Grappler feat merely grants Restrained on one target -- for the price of Restraining yourself. Not that great a trade.
Restrained • A restrained creature's speed becomes 0, and it can't
benefit from any bonus to its speed.
• Attack rolls against the creature have advantage,
and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
saving throws.
This is the condition you want.
Incapacitated • An incapacitated creature can't take actions
or reactions.
Yep, that means by Rules as Written, casters get to keep on casting. GMs are free to GM Fiat as they please, but as written that is not how casting is normally prevented. The mechanic to do that would be the
Improvise an Action tan box at the end of
Actions in Combat section. There a GM would have to adjudicate on the fly how that works in their game.
Quote from: Doom;833956Actually, a pyromaniacal player will just take spell-shaping and not have to worry about hitting friends with fireballs...
Good point. Note that for NPCs however, the examples from the Monster Manual don't get class features like that.
Quote from: Doom;833956it's pretty brutal, and doesn't require retarded houseruling of "players can automatically run 40' in the instant between fireball being cast and it actually going off", which I think is a bit much.
Yes, that is extremely retarded. Have you encountered someone giving their players stuff on silver platters like that?
Quote from: Doom;833956I grant that if players run in all directions, fireballing the whole party after the first round is unlikely, but now we have the "how do they all focus fire and remain in line of sight" issue.
Ranged attacks, ranged single target spells, the toughest characters will be right next to the puny NPC mage so he won't fireball himself (no NPC spell-shaping), etc.
If you rule the PCs in the mage's face grant him cover from PC ranged attacks, then they also grant their allies cover from the mage (+2 on Dex saves).
Quote from: Doom;833956It's no biggie, I concede there are all sorts of marginal edge cases every bit as reliable as retroactively wishing for a miscarriage...
Considerably more reliable and likely, yes.
Quote from: Doom;833956but I encourage the curious player to simply whip out some of the dungeon maps for published 5e adventures and see that, yeah, most likely players will all be in 40' radius of each other...
I am thinking of maps like that, and I conclude from experience the NPC mage will more often than not be within 40' of most of them, so he has to make choices. Fireball himself? Place the fireball in sub-optimal areas so as to exclude himself but only hit two PCs?
Quote from: Doom;833956and won't be able to conveniently move out of that radius AND also all be relevant to the fight.
That's one option for some of the PCs, but really they just have to move so as to put the NPC mage and/or his allies within the fireball radius to stop him.
Quote from: Doom;833956Again, I was just pointing out how ridiculously deadly the CR 3 fight is...
Have you looked at the 5e intellect devourer with its CR 2? There's a long thread about it on TBP or ENworld, forget which. This edition is consciously dangerous again.
Quote from: Doom;833956... where outside of marginal cases there's a real chance of a TPK.
I'll grant you that it's dangerous, especially for inexperienced players, but I don't think those "marginal cases" are anywhere near as marginal as your hyperbole and "wish for miscarriage" comparisons suggest.
Quote from: Doom;833956Toss in some allies, and it gets much more deadly...
But also less fireball-TPK-y (that's an adjective I just made up).
Quote from: Doom;833956The wizard could also just stand in a 5' corridor, or otherwise put himself in a position where getting attacked on all sides is impossible.
Now who's relying on marginal cases?
Quote from: Doom;833956(but, again, it's best just to play the wizard stupidly, and then the encounter would be around CR 3).
Since the players appear to be quite stupid in your examples this is only fair.
Quote from: Doom;833956Of course, two such wizards is CR 4, and if you think that's a fair fight against four level 4 PCs...
Technically two such wizards are CR 5, which comes out to "deadly" difficulty for four level 4 PCs (weren't these guys level 5 PCs in your original example?) So yes, that's not a fair fight, especially if only the NPCs benefit from "marginal cases" and the players are too stupid to do so.
CR calculation courtesy of this site:
http://dhmholley.co.uk/encounter-calculator-5th/
Quote from: Doom;833956The wizard could just as easily circle around the chunky melee player, right?
Again, how big and straight are these rooms and hallways of yours that he has so much room to maneuver and place perfect fireballs that hit all four PCs often enough that it doesn't count as "marginal cases"?
I mean, here's a sample 5e dungeon map. There's cover and corners and doorways and shit (remember, +2 to dex saves). I'm just not seeing your scenario play out so perfectly for the mage often enough for it to count as more than a "marginal case" by your definition.
http://dungeonsmaster.com/wp-content/uploads/2014/11/hotdq-episode-3-map.png
Quote from: Doom;833956Well, assuming you don't play the wizard stupidly...and, again, with an AC of 19, the wizard could certainly afford to take an opportunity attack if necessary; it's only a 2 round fight anyway.
I will admit, the 19 AC thing is your strongest argument right now. Mage armor and shield together are a total bitch and I resent them.
That said, I notice that in your examples the PCs don't ever seem to have buffs, special abilities, healing spells and shield spells of their own. Again, what's sauce for the goose (NPC mage with no class features) is sauce for the gander (4 PCs worth of tricks, tactics, resources and actions)
Quote from: Doom;833956Absolutely, if the players get lucky, they can take out the 23 hp, AC 19 mage in one round...
Well since we're bringing luck into the equation, the NPC mage can get unlucky and roll terrible initiative (two rounds of PC actions before the second fireball), or roll terrible fireball damage, or have most of the PCs succeed both their saves, or find himself in a really shitty room for area effects, or get snuck up on by the rogue, or fail his save against a crippling spell (no help from mage armor or shield) or battlemaster maneuver, or get cornered and
Silenced, etc.
Or is this all "marginal cases"?
Quote from: Doom;833956... but otherwise, there will probably only be one fatality at most...
Well, probably not an actual fatality in this edition. Still, this a bit of a downgrade from your "probably TPK", isn't it?
Quote from: Doom;833956and the party will win, but need a long rest afterwards. I know, CR has never worked well, but that's pretty wacky that it's falling down at "3"
Agreed, CR has never worked well.
Quote from: Doom;833956If he gets the fireball off first, the PC wizardly types will probably go down (the extra damage on the fireball is also problematic here). Even if they just barely survive, they'll get to choose between "hmm, should I try a 50% chance spell, or flee?".
Again, what kind of typical battle space are you picturing where a PC mage can't cast Blindness and then run around a corner or cover or "not everyone in fireball radius" with 30 feet of movement? Where was this typical PC mage when the first fireball went off, right in the thick of melee combat range where all good mages should be?
Quote from: Shipyard Locked;833995Yes, that is extremely retarded. Have you encountered someone giving their players stuff on silver platters like that?
About two or three posts back, that's how someone else seemed to handle this issue.
QuoteRanged attacks, ranged single target spells, the toughest characters will be right next to the puny NPC mage so he won't fireball himself (no NPC spell-shaping), etc.
Weird. In my games we use a grid so the mage really isn't going to fireball himself under any reasonable circumstance.
QuoteIf you rule the PCs in the mage's face grant him cover from PC ranged attacks, then they also grant their allies cover from the mage (+2 on Dex saves).
That's an interesting house rule, I never thought about giving players "cover" from a fireball effect in general (though I did give characters advantage when they were standing in water).
QuoteI am thinking of maps like that, and I conclude from experience the NPC mage will more often than not be within 40' of most of them, so he has to make choices. Fireball himself? Place the fireball in sub-optimal areas so as to exclude himself but only hit two PCs?
The mage doesn't have to be within 40' of the players, fireball has a range of 150'. You must be playing on pretty huge maps. Looking through Rise of Tiamat, the first dungeon (ice dragon lair) doesn't have a single room that isn't completely covered by Fireball, except for the final room, which does have one crack where a player might stand. The second dungeon (mummy tomb) doesn't have a single room that isn't completely covered by Fireball. The third dungeon (green dragon lair) has one room that isn't completely covered by Fireball, again with just barely enough space for 2 players. The fourth dungeon has two rooms out of two dozen, but the players would have to run to all four corners. All these maps have places a mage could stand where he wouldn't be surrounded, including 5' corridors.
So, I reckon we'll just go with YMMV.
QuoteThat's one option for some of the PCs, but really they just have to move so as to put the NPC mage and/or his allies within the fireball radius to stop him.
Or they could just retroactively Wish for a miscarriage...
QuoteHave you looked at the 5e intellect devourer with its CR 2? There's a long thread about it on TBP or ENworld, forget which. This edition is consciously dangerous again.
Again, we're getting so hung up at looking at edge cases in a specific example that the big picture of lots of spells, multiple spells a round, (nearly) uninterruptable spellcasting, and extra damage is the thing being discussed.
QuoteI'll grant you that it's dangerous, especially for inexperienced players, but I don't think those "marginal cases" are anywhere near as marginal as your hyperbole and "wish for miscarriage" comparisons suggest.
Eh, most dungeons have walls, most characters have hit points. I think this comes up often, but I concede ymmv. It's a two round fight, and it's over with the second fireball, "I can hide behind the wizard's toad" just isn't relevant.
QuoteSince the players appear to be quite stupid in your examples this is only fair.
Stupid enough to have hit points, stupid enough to go into dungeons with walls.
QuoteAgain, how big and straight are these rooms and hallways of yours that he has so much room to maneuver and place perfect fireballs that hit all four PCs often enough that it doesn't count as "marginal cases"?
Well, I cited an actual published adventure. Can you cite one where more than half the rooms grant the ability for the party to not sit within a 20' radius sphere?
QuoteI mean, here's a sample 5e dungeon map. There's cover and corners and doorways and shit (remember, +2 to dex saves). I'm just not seeing your scenario play out so perfectly for the mage often enough for it to count as more than a "marginal case" by your definition.
Even with this houserule, you're still not going to make both saves with any level of reliability. And why can't the wizard get cover also?
QuoteThat said, I notice that in your examples the PCs don't ever seem to have buffs, special abilities, healing spells and shield spells of their own.
Good point, sort of. Is there a special ability that interrupts spellcasting? Is there a buff that most parties would have that prevents fire damage (besides the weak resist elements cleric buff, that requires concentration and to be cast in advance). I totally concede that IF the cleric survives the first fireball, he can bring up a few party members to half health...and then the second fireball will take the party down anyway.
Does shield spell in your campaign block fireballs?
QuoteWell since we're bringing luck into the equation, the NPC mage can get unlucky and roll terrible initiative (two rounds of PC actions before the second fireball), or roll terrible fireball damage, or have most of the PCs succeed both their saves, or find himself in a really shitty room for area effects, or get snuck up on by the rogue, or fail his save against a crippling spell (no help from mage armor or shield) or battlemaster maneuver, or get cornered and Silenced, etc.
Absolutely, all sorts of stuff can go wrong, we're only talking a 30% chance of a TPK here, tops, for an "easy" encounter. Are you positive that's the same as if the party goes up against a single CR 3 minotaur?
And, again, we're so far away from the real issue of lots of spells, multispellcasting, extra damage, very few ways to interrupt spellcasting.
Let's try it this way. So let's forget about this one specific example that I concede isn't very good if players don't have hit points or dungeons don't have walls.
Which of these do you disagree with:
1) spellcasters can objectively cast more spells, at any given level, between long rests than in previous editions?
2) spellcasters can objectively cast more spells a full round, more easily than previous editions?
3) spells objectively do more expected damage per level, than previous editions?
4) spells are objectively harder to interrupt in previous editions?
Those are lots of improvements on spellcasting, which was already pretty dominating in, say 3.5.
I haven't closely followed the debate, but "level-appropriate" (I hate that term, but whatever) monsters with AoEs are absolutely swingier and pose a higher risk of TPK. This includes NPC spellcasters with fireball. This isn't unique to 5e, but it's certainly true of 5e and perhaps to a greater degree than in some previous editions.
In many cases (in my experience), the difficulty of the challenge will come down to initiative. Fighter wins, uses menacing attack, the mage is overrun by the party and never gets a spell off. Rogue gets the drop on the mage and assassinates for an average of 23 points of damage ([2*4.5 rapier] + [2*7 sneak attack] = 23). The monk wins initiative and, if we're back to 5th level, stun locks the mage before he can act.
All of these examples are executed by single PCs, and none involve magic. Alternatively, the mage wins initiative, rolls well on damage, and drops the whole party. It can happen. (It would be extremely unlikely for the mage to get off two fireballs, in my experience, but one could do the job.)
I don't mind the swinginess -- in practice, it means that PCs had better come prepared and gain a tactical advantage if they want to mitigate the risk of fights against opponents with big AoEs. A DM certainly could run fireball ambushes that are essentially traps that can't be detected or disarmed, but I personally don't see the fun in that. And on the other hand, I understand people who prefer mechanics that slow things down, allow actions (including spellcasting) to be interrupted, etc.
ETA: Menacing attack wouldn't stop the spell. Not sure what I was thinking.
Quote from: Doom;834012Weird. In my games we use a grid so the mage really isn't going to fireball himself under any reasonable circumstance.
Yes, what I'm saying is that there are many perfectly common circumstances where the NPC mage can't hit ALL the PCs without fireballing himself, which he generally won't do.
Quote from: Doom;834012The mage doesn't have to be within 40' of the players, fireball has a range of 150'. You must be playing on pretty huge maps.
No, I was implying you are.
We must be running dungeons differently. In my games players generally "catch" NPCs in specific rooms or chambers (rarely that much bigger than fireballs, and while this can sometimes grant home turf advantage, if I'm being realistic about the size and layouts of rooms this rarely makes for perfect fireball turf. If the complex has been 'alerted' and the players are being actively hunted then they also play accordingly, so if they get caught with their pants down then that's just the game.
You seem to have forewarned mages skulking throughout the dungeon and lining up perfect hit-entire-party shots from 150 feet away.
Quote from: Doom;834012Looking through Rise of Tiamat, the first dungeon (ice dragon lair) doesn't have a single room that isn't completely covered by Fireball...
But again, where are these mages casting from!? In a network of 40X40 rooms and hallways, how did we end up in a situation where all the PC were sitting clustered together, far away from a mage who has no chance of hitting himself with his own fireball? Even if the PCs are caught with their pants down and ALL roll below the mage's initiative in such a manner, how does that ideal fireball situation stay that way for two rounds!?
PCs move, PCs cast spells and use healing abilities, PCs make devastating melee attacks, PCs stand on either side of the mage and make movement for someone trying to position 40ft explosions over all these targets very, very difficult
Quote from: Doom;834012Or they could just retroactively Wish for a miscarriage...
Why do you keep exaggerating like this? Seriously, I don't know what this is supposed to mean.
Quote from: Doom;834012Again, we're getting so hung up at looking at edge cases in a specific example that the big picture of lots of spells, multiple spells a round, (nearly) uninterruptable spellcasting, and extra damage is the thing being discussed.
That's fair, but I'm arguing your "two perfectly placed fireballs in a row with all the PCs as sitting ducks with no hitches in the mage's plan" is the edge case.
Quote from: Doom;834012Stupid enough to have hit points, stupid enough to go into dungeons with walls.
Stupid enough to somehow be guileless immobile sitting ducks apparently.
Quote from: Doom;834012Well, I cited an actual published adventure. Can you cite one where more than half the rooms grant the ability for the party to not sit within a 20' radius sphere?
So have I. Where is the mage standing in all of this, and how does he
A) avoid getting mobbed?
B) Maintain line of sight?
C) stay out of his own fireball?
D) Hit every single PC twice?
E) Do all of the above consistently enough for 5e to be broken in this regard?
I think we're going to need to start drawing diagrams.
Quote from: Doom;834012Even with this houserule...
It's not a houserule, read the section on cover and the 'point of origin' rules for spellcasting.
Quote from: Doom;834012... you're still not going to make both saves with any level of reliability.
I don't need to make both saves reliably but that would be nice. What I've been trying to demonstrate is that there are just too many variables for your perfect white-room scenario of "top initiative roll, two fireballs on entire party of unresponsive immobile sitting ducks in a cramped room 60 feet away" isn't anywhere near a given.
Some PCs aren't going to get hit by that second fireball at all.
Quote from: Doom;834012Absolutely, all sorts of stuff can go wrong, we're only talking a 30% chance of a TPK here, tops, for an "easy" encounter. Are you positive that's the same as if the party goes up against a single CR 3 minotaur?
I think 30% is way too high given everything that I and others have said.
I agree CR is not perfect.
Quote from: Doom;834012Let's try it this way. So let's forget about this one specific example that I concede isn't very good if players don't have hit points or dungeons don't have walls.
Skipping over what I believe is sarcasm, yes this specific example is not a good demonstration of your point, and I'm willing to contemplate others.
Quote from: Doom;834012Which of these do you disagree with:
1) spellcasters can objectively cast more spells, at any given level, between long rests than in previous editions?
2) spellcasters can objectively cast more spells a full round, more easily than previous editions?
3) spells objectively do more expected damage per level, than previous editions?
4) spells are objectively harder to interrupt in previous editions?
Those are lots of improvements on spellcasting, which was already pretty dominating in, say 3.5.
1) Yes
2) Not counting pre-3.5 haste style effects? Yes.
3) Yes, but considering that they often didn't do enough damage in previous editions to be worth more than many comparable "save or suck/die" spells, this was an acceptable tradeoff.
4) Mostly yes.
You may win this argument with other examples, but for this one I am unconvinced.
Quote from: Greg Benage;834018I don't mind the swinginess -- in practice, it means that PCs had better come prepared and gain a tactical advantage if they want to mitigate the risk of fights against opponents with big AoEs. A DM certainly could run fireball ambushes that are essentially traps that can't be detected or disarmed, but I personally don't see the fun in that. And on the other hand, I understand people who prefer mechanics that slow things down, allow actions (including spellcasting) to be interrupted, etc.
ETA: Menacing attack wouldn't stop the spell. Not sure what I was thinking.
I second the bolded part. Well, actually I second all of it. If there's not enough swing there's not enough risk, for my dollar. For the same reason, I second Opa's comments about fog of war and round to round uncertainty about initiative.
You had me running back to my PHB with the Menacing Strike comment thinking "Yet another thing I missed with the Battle Master!"
Quote from: Shipyard Locked;834028But again, where are these mages casting from!? In a network of 40X40 rooms and hallways, how did we end up in a situation where all the PC were sitting clustered together, far away from a mage who has no chance of hitting himself with his own fireball? Even if the PCs are caught with their pants down and ALL roll below the mage's initiative in such a manner, how does that ideal fireball situation stay that way for two rounds!?
PCs move, PCs cast spells and use healing abilities, PCs make devastating melee attacks, PCs stand on either side of the mage and make movement for someone trying to position 40ft explosions over all these targets very, very difficult
This is right about where he will claim that you have houseruled all of these things to happen after a spell is cast but before the effects go off.
Whatever good points he has are too obfuscated by the hyperbole, and misunderstanding or mis-characterization of any opposing points.
Having personally experienced PCs (one group all 5th, one group 4th and 5th) doing exactly what you claim PCs would do while facing a Fireballing, Shielding 5th level wizard (not in a specially designed wizard murderhole), and having the PCs be victorious in each occasion (however tense and uncertain each case was), I will continue to go with the actual play experience over white room Doom and gloom on this.
In other shocking news, wizards take a sharp uptick in lethality at 5th level. And by "shocking," I mean "same as it ever was."
Quote from: Shipyard Locked;834028We must be running dungeons differently. In my games players generally "catch" NPCs in specific rooms or chambers (rarely that much bigger than fireballs, and while this can sometimes grant home turf advantage, if I'm being realistic about the size and layouts of rooms this rarely makes for perfect fireball turf. If the complex has been 'alerted' and the players are being actively hunted then they also play accordingly, so if they get caught with their pants down then that's just the game.
You seem to have forewarned mages skulking throughout the dungeon and lining up perfect hit-entire-party shots from 150 feet away.
Always the problem when these issues pop up.
Encounters are not always in a dungeon*.
My group(currently 6[4th level]) going through PotA, had a night encounter against the Fire Cult[1 priest CR3(5th lvl caster fire mage) and 6 warriors(CR1/8)] along the road. This is a medium encounter for them.
Results: 2 dead, 3 unconscious, 1 running away(because Tiefling)
That was from only 1 fireball and 2 Scorching Rays.
*I've never been a huge fan of dungeons. I find most of them to be rather silly.
Quote from: Sommerjon;834038Always the problem when these issues pop up.
Encounters are not always in a dungeon*.
My group(currently 6[4th level]) going through PotA, had a night encounter against the Fire Cult[1 priest CR3(5th lvl caster fire mage) and 6 warriors(CR1/8)] along the road. This is a medium encounter for them.
Results: 2 dead, 3 unconscious, 1 running away(because Tiefling)
That was from only 1 fireball and 2 Scorching Rays.
*I've never been a huge fan of dungeons. I find most of them to be rather silly.
This is the kind of real world, actual play, non-hysterical (counter)-example that makes total sense. We don't need an accounting of how much damage was rolled, or who made what saves, or resort to talking about averages. We know a 4th level party got torn up by a fireballing cultist on the road at night, and that seems totally plausible.
What was the reason for the use of Scorching Ray rather than a second Fireball? Positioning? Threat appropriate response?
Quote from: Sommerjon;834038My group(currently 6[4th level]) going through PotA, had a night encounter against the Fire Cult[1 priest CR3(5th lvl caster fire mage) and 6 warriors(CR1/8)] along the road. This is a medium encounter for them.
Results: 2 dead, 3 unconscious, 1 running away(because Tiefling)
That was from only 1 fireball and 2 Scorching Rays.
Yes, outdoors is much, much rougher. That right there is ideal fireball circumstances. Still, scattering and taking advantage of cover, confusion and darkness is also easier outdoors, and even helps against the outclassed 1/8 mooks.
Retreat might also be in order.
Separate thought: Even if a gm is not using dungeons, fighting is still likely to happen indoors a lot too. If we're talking about semi-realistic buildings those are possibly the worst places for fireball targeting and spacing other than underwater.
Quote from: Natty Bodak;834033You had me running back to my PHB with the Menacing Strike comment thinking "Yet another thing I missed with the Battle Master!"
Yeah, my bad! Makes me think a maneuver that stops spellcasting for one turn might be cool. But perhaps unfair for spellcasters, especially in conjunction with Mage Slayer.
Quote from: Sommerjon;834038Always the problem when these issues pop up.
Encounters are not always in a dungeon*.
My group(currently 6[4th level]) going through PotA, had a night encounter against the Fire Cult[1 priest CR3(5th lvl caster fire mage) and 6 warriors(CR1/8)] along the road. This is a medium encounter for them.
Results: 2 dead, 3 unconscious, 1 running away(because Tiefling)
That was from only 1 fireball and 2 Scorching Rays.
Well, obviously the consensus here is your players suck and played horribly. Don't you know as soon as you see a humanoid, you're supposed to scatter in all directions because it might be a spellcaster? :p
I think next time I put together a Dwarven Forge dungeon, I'll see if I can make every room and hallway so that the party can always set up in such a way that no two characters can be hit with a fireball. Apparently it's how the game is played. I dunno if I can put more than two rooms together, though, my table only seats 8...
Confusion aside, spellcasters are just a bit overpowered, and it isn't "a" fireball that does it at fifth level, it's the doubling up. Even if it's not a TPK, it doesn't mean you are a suckass player (like folks around here believe) if you take casualties in such a fight, it's the issues I've raised earlier.
Quote*I've never been a huge fan of dungeons. I find most of them to be rather silly.
Heh, yeah, I concede this...but it's a fun trope.
Quote from: mAcular Chaotic;833967That just seems so immersion breaking to me.
Think of it more as the highlights of the various things going on in a round. Jockying for position, parries and riposts, fancy footwork, an attack and all. The rounds focus on "that thing that happened" that round. And theres still opportunity actions, reactions, and such.
Quote from: Weru;833975I only just got my 5e books, and only finished reading the PHB yesterday, so forgive me if these questions are way off point, but . .
Would being grappled limit casters solely to spells that are V, and stop any with the M and S requirements?
Also, how much of a problem is being disadvantaged to a caster?
Standard grapple just stops the target from moving. They can still act.
Grappler in the Feats section upgrades that to restraining the target (Note that feats in 5e are not the same thing as in 3 or 4.) Unfortunately restrain
doesnt actually stop casting or attacking either.
WTF?
Disadvantage to a caster in 5e is a real nuisance as a fair number of spells now require a to-hit roll. Situational though as its not as big a problem if you are using mostly auto-hit spells.
Quote from: Doom;834012That's an interesting house rule, I never thought about giving players "cover" from a fireball effect in general (though I did give characters advantage when they were standing in water).
I'll cite for you. It will help everyone.
CoverWalls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three- quarters cover, the target has three-quarters cover.
A target with
half cover has a
+2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
A target with
three-quarters cover has a
+5 bonus to AC and Dexterity saving throws. A target has three- quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with
total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
(D&D 5e Basic .pdf, August 2014. p. 74.)
Areas of EffectSpells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.
A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has
a
point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin.
Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.(D&D 5e Basic .pdf, August 2014. p. 80.)
Fireball3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a
Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.[...]
(D&D 5e Basic .pdf, August 2014. p. 90.)
The fire spreads around corners, which means within the sphere from point of origin there is no such thing as total cover. However it does not explicitly deny DEX save bonus from cover. Here is an example of a spell that does:
Sacred FlameEvocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage.
The target gains no benefit from cover for this saving throw.The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
(D&D 5e Basic .pdf, August 2014. p. 100.)
Quote from: Doom;834012Let's try it this way. So let's forget about this one specific example that I concede isn't very good if players don't have hit points or dungeons don't have walls.
Which of these do you disagree with:
1) spellcasters can objectively cast more spells, at any given level, between long rests than in previous editions?
2) spellcasters can objectively cast more spells a full round, more easily than previous editions?
3) spells objectively do more expected damage per level, than previous editions?
4) spells are objectively harder to interrupt in previous editions?
Those are lots of improvements on spellcasting, which was already pretty dominating in, say 3.5.
I'll answer these.
1) Objectively this is true, due to Cantrips alone.
2) Objectively this is true, due to Bonus Action (and defined Reaction).
3) Objectively this is true, due to bounded accuracy and shift from less to-hit to more to-hit with HP bloat.
4) Objectively this is true, spells are harder to interrupt. Only Counterspell interrupts a spell in casting. And Concentration only interrupts spells already in continuing resolution (or longer casting times, or held readied spell, but is not germane to this discussion).
Quote from: Doom;834012Which of these do you disagree with:
1) spellcasters can objectively cast more spells, at any given level, between long rests than in previous editions?
2) spellcasters can objectively cast more spells a full round, more easily than previous editions?
3) spells objectively do more expected damage per level, than previous editions?
4) spells are objectively harder to interrupt in previous editions?
Those are lots of improvements on spellcasting, which was already pretty dominating in, say 3.5.
1: Definitly no. Casters are down signifigantly from AD&D levels. An AD&D MU had 37 spells at level 20 and a total of 58 at the top end. A 5 e Wizard has 21. Cantrips dont count.
2: Yes, No, Maybe. Depends on the casters loadout. My warlock has no bonus cast spells, Nox's Sorcerer has all of 1 out of the whole 2 his class gets. And both are so situational that he is level 8 now and only used one once. YMMV of course. Kefra's Druid has rarely used healing word as she uses other spells more. And so on. And while you may be able to cast more more more spells a round (2) that means you are depleting your ammo that much faster if it is not a cantrip. And there arent that many bonus cantrips. More does not always equal better.
3: AD&D Magic Missile does 1d4+1 damage, 1 missile/2 levels so 10d4+10 at level 20, 15d4+15 at level 30 and so on. 5e MM does 1d4+1 damage, but you get 3 tight out the gate. But the 5e MM does not advance. The only way to boost it is to blow a higher level spell slot. A level 9 slot then would be 12d4+12. But n AD&D MU has more 1st level slots and doesnt need to blow a level 9 slot to get that level of damage. The 5e Wizard though can blow every single slot on Magic Missiles if varying potency. But then has no spells left.
AD&D Fireball is 1d6/level of caster. 20d6 at level 20, and so on. 5e Fireball does 8d6 damage right out the gate, but like MM, does not advance and needs hither level spell slots to crank up. Using a 9th level slot youd get a 14d6 fireball.
4: Unless a spell has a casting time of longer than 1 action. Spells in 5e are effectively impossible to interrupt now by non-casters or non-mage-slayers. And even casters can only interrupt with something like Counterspell 3 times before they are out of 3rd level slots. On the other hand more 5e spells require concentration and can be potentially interrupted.
In the end 5e casters and 5e spells are... different. But not hugely so. Both sides have their perks.
Quote from: Doom;834056Don't you know as soon as you see a humanoid, you're supposed to scatter in all directions because it might be a spellcaster? :p
After the first fireball silly :p. I did already admit fireball out in the open is very rough, no denying.
Quote from: Doom;834056I think next time I put together a Dwarven Forge dungeon, I'll see if I can make every room and hallway so that the party can always set up in such a way that no two characters can be hit with a fireball.
Why do you immediately swing to more hyperbole? All I said was circumstances will very rarely grant you that perfect "top of initiative, double fireball, every party member hit twice, no disruption" scenario for
many reasons
including terrain, and now you've gone and distorted my position to another extreme. I thought we were moving past this example anyway.
Quote from: Doom;834056Confusion aside, spellcasters are just a bit overpowered...
I can believe this. I've already got my eye on a number of spells and abilities that may be problematic eventually.
Quote from: Doom;834056Even if it's not a TPK, it doesn't mean you are a suckass player (like folks around here believe)
All I implied is that having
everyone get hit
twice with a 20 foot radius spell that the caster can't afford to be standing in is kind of stupid in a way that typical players aren't. Can it still happen in spite of skill if luck is really, really against you? Yes. Can it still happen if the GM and the game world have come together to create a perfect inescapable shooting gallery for the NPC mage? Yes, but then again a common sneak attacker sent by the PCs' enemies to murder the players in their sleep is also an ideal arrangement of circumstances.
But otherwise players who have a lot of resources at their disposal should be able to figure out something.
Quote from: Opaopajr;833972Meh, I got used to it from 6 sec rounds from GURPS and 3e. But yeah, it can seem strange. Personally hated 3e AoO locking everyone together, with mages dancing around the edges, though.
That's from the small table of allowed Group Modifiers. There's only like 10 possible modifiers. I didn't post the table because I didn't think it critical. And a majority of the group needs to qualify before your group can get it. So if not all of Team Horde received charged, they would not get that group modifier. (And technically I didn't have to give Team Moan its charge modifier, but since they all did the same I gave it to them.)
Do the modifiers apply to teams or individuals? Right now it sounds like all the players would get the same initiative, so do they all go at once? How do you handle that? Does that mean the specific order doesn't matter and you can just make it whatever, between the players?
I GM a table of 8 players and initiative takes forever. I've been looking at other ways to run it.
Maybe seating them in order of highest DEX to lowest and just going by that in default order instead of rolling every time. Then I only have to roll for the monsters.
Ok, I fully concede that doing this could prove me wrong, but I say we take this out of the abstract.
Here's an example of a reasonably ideal circumstance for our hypothetical NPC mage (M):
(http://i.imgur.com/YGnbCoD.png)
The PCs (1 = Fighter Battlemaster, 2 = Cleric of Life, 3 = Rogue thief, 4 = Enchantment Wizard) have just stepped through the double door of his spacious 40 x 40 sanctum. The black squares are really thick pillars and there is no other significant cover or complicated terrain.
The PCs have a marching order when there are always clustered together. None of them bothered with stealth or scouting or similar precautions. The hallway behind them stretches really far back for some reason. None of them have any buffs active except mage armor.
M rolls better initiative than all four level 4 PCs (effectively the players have failed one of the rolls that protect them from circumstances like this). He places his fireball in the hall behind the PCs so there is no chance of it hitting him. That's what the red squares represent.
Please note again how ideal this is for M. Let's make it even more ideal by having him deal average damage (28), and have any two PCs fail their save.
The PCs have the following HP
1 = 36
2 = 27
3 = 23
4 = 18
So, how might this scenario play out?
What likely actions could the PCs take? Where will they go?
Where will M move to, and how many opportunity attacks will he take on the way?
How will he position his next fireball so as to hit EVERY post-move PC and not himself?
How will he deal with disabling or negating effects like healing (spells / potions), blindness, silence, command, darkness, Tasha's Hideous Laughter, sleep, menacing attack, rally, etc.
Quote from: mAcular Chaotic;834081Do the modifiers apply to teams or individuals? Right now it sounds like all the players would get the same initiative, so do they all go at once? How do you handle that? Does that mean the specific order doesn't matter and you can just make it whatever, between the players?
I GM a table of 8 players and initiative takes forever. I've been looking at other ways to run it.
Maybe seating them in order of highest DEX to lowest and just going by that in default order instead of rolling every time. Then I only have to roll for the monsters.
Oh, I am sorry, I take for granted its clarity. Yes, it applies to a whole group. That group is generally defined as the sides of a conflict. So yes, your party of 8 would all act simultaneously on the same initiative — and then all of monsters, if they are the only other opposing side.
Due to Declaration first, then Initiative second, the resolution becomes simultaneous. This means you can have disorganized players run into each other and bottleneck a doorway. Thus formation and ranks returns into importance.
As for handling this at the table:
My best recommendation, never use DEX (or any stat for that matter) for determining resolution on the table. That gets them into stat dependency and gaming their character sheet than engaging the setting. Force them to recognize the value of formation coordination. If they breach formation and move willy nilly there is a very real chance they will get in each other's way.
If you
Table Grid it you can resolve this on the board, tracing where they go through which 5' squares. Then in simultaneous resolution they move 5’ at a time, just counting it out like a board game. Thus you resolve any collisions as extra movement required as per 5e rules to move through allies. Just like basic training marches, you quickly learn marching in formation is the fastest way to get a group to do something.
If you
Theater of the Mind it, make them describe what they are doing during declaration. So they need to include things like, "I will pause and let So-n-so rush ahead of me across my path, costing me an extra 5’ of movement, then proceed." Or, "I walk in rank with Mr. Y, breaking rank to attack when I reach the first goblin. If it dies and I still have attacks left I continue in X direction for another goblin to smite."
Awesome, I love stuff like this. But what I mean about everybody going at once, don't the players still have to actually tell me IRL their turn actions one at a time?
So Player A says what he's going to do, then Player B, then Player C. Even if all of this is resolved at the same time, the players would know what the others are doing and thus can game it out anyway right? There would be no danger of Player B running into Player A because he already knows what Player A is doing before he declares his own move.
And since the entire side is going at once, but has to tell me their actions in order, how do you decide which order they go in? Is it the same every time? Random?
Quote from: Omega;8340741: Definitly no. Casters are down signifigantly from AD&D levels. An AD&D MU had 37 spells at level 20 and a total of 58 at the top end. A 5 e Wizard has 21. Cantrips dont count.
OK, Cantrips don't count. Don't know why, but sure, why not. How about recharged slots, an infinite 1st lvl and 2nd lvl spell (adjustable per 8-hr study), and 2x free 3rd lvl spells for each Short Rest? You can theoretically Short Rest 23 times a day...
Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Spell MasteryAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You
can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature SpellsWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook
as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you
can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.If you want to cast either spell at a higher level, you must expend a spell slot as normal.
(D&D 5e Basic .pdf, August 2014. p. 31.)
Quote from: Omega;834074Quote from: Doom;8340121) spellcasters can objectively cast more spells, at any given level, between long rests than in previous editions?
1: Definitly no. Casters are down signifigantly from AD&D levels. An AD&D MU had 37 spells at level 20 and a total of 58 at the top end. A 5 e Wizard has 21. Cantrips dont count.
In addition, even if we *did* count cantrips, it seems like 4E had casters at an infinite number of combat castings per long rest with at-wills. If you disallow cantrips & at-wills in the calculation, 4E allows for your full boat of encounter powers essentially every 6 minutes, which takes all 1st level casters to at least 240 non-cantrip/non-at-will castings per long rest. If you take the optional tweak to 5E down to 5 minute short rests, then warlocks and wizards can approach or beat this at 1st level, but the other casters are still way behind I think. EDIT: Wizards don't approach that at all, actually, right?
At any rate, this point seems murky at best to me.
Quote from: mAcular Chaotic;834087Awesome, I love stuff like this. But what I mean about everybody going at once, don't the players still have to actually tell me IRL their turn actions one at a time?
So Player A says what he's going to do, then Player B, then Player C. Even if all of this is resolved at the same time, the players would know what the others are doing and thus can game it out anyway right? There would be no danger of Player B running into Player A because he already knows what Player A is doing before he declares his own move.
And since the entire side is going at once, but has to tell me their actions in order, how do you decide which order they go in? Is it the same every time? Random?
Depends on your table desires and tools.
For Simultaneous:With laptops, there's no problem at all with modern programs, except for other app distraction.
With paper, it can be secret notes. You can handle this many ways. You could have them Theater of the Mind it, scribbling quick description. You can also print up copies of the dungeon and do all sorts of tricks: a) pencil in movement and then hand it in and compare, b) place it in a plastic sleeve protector and cover with dry erase, revealing as they go along, etc.
With cards & dice, such as D&D 5e Magic Cards, and player-made general actions written on extra card stock. Movement done by d6s as 5' squares leading away from a d4 as their PC. Work behind a screen and reveal, a la Robo Rally.
For Sequencing:Anything really. Clockwise, counterclockwise, alternating clock and counterclockwise, birthdays, eye color, favoritism, etc.
If you worry about secrecy, have them whisper it to you, or pass notes.
If they are colluding a little too long in deciding their action declaration, egg timer them. Anyone after the timer means they froze up and lost their turn.
Quote from: Shipyard Locked;834084So, how might this scenario play out?
What likely actions could the PCs take? Where will they go?
Are the PCs 4th level? Does M have 23 hit points?
It's reasonable to assume the cleric and wizard are down before getting to act. The fighter has 22 hit points left. He uses second wind as a bonus action for 10 hp, putting him at 32. He moves into melee and attacks, using precision attack when appropriate. With 18 Str, he's at +6 to hit, so he needs a 13 or better to hit AC 19. With an average roll on precision attack, he hits on 8-9. He deals [8.33+4=12.33] damage on a hit. If he did not need precision attack, he uses distracting strike. This deals 4.5 more damage total (16.83) and the rogue will have advantage on his attack.
Now the fighter attacks again, using Action Surge. He uses precision attack again if needed, and trip attack if he doesn't. If the fighter hits with both attacks, M is dead. If he hits with one attack, M has 6-11 hp remaining. The rogue will have advantage if either distracting strike or trip attack was successful.
Next the rogue attacks with his main hand at +6 to hit, dealing [3.5+4=7.5] damage. If he hits, he uses sneak attack for 7 damage (if needed). He then uses his bonus action to attack with his off-hand at +6 to hit, dealing 3.5 damage. If he hits with the second and missed with the first attack, he uses sneak attack for 7 damage (if needed).
The rogue doesn't have precision attack, so he needs a 13 to hit the shielded M. He may have advantage, but even if he doesn't, he's at 64% to hit at least once. If he does, M is dead.
TL;DR If the fighter and rogue each land one attack, M is dead Round 1.
QuoteWhere will M move to, and how many opportunity attacks will he take on the way?
How will he position his next fireball so as to hit EVERY post-move PC and not himself?
How will he deal with disabling or negating effects like healing (spells / potions), blindness, silence, command, darkness, Tasha's Hideous Laughter, sleep, menacing attack, rally, etc.
In the unlikely event he survives, M presumably surrenders on Round 2. He's below half his already meager hit points (unless the fighter and rogue missed with all four attacks) and would need to expose himself to opportunity attacks from both the fighter and the rogue to move away and cast another
fireball. If he tries, any one hit drops him.
Too many variables left open from Shipyard's example for me to say. The PC attributes, skills, spells, and gear are not even fleshed out. However a lone potion of healing (the only readily available magic item in AL), often on the highest HP character (because, duh), throws this in the players' favor. Once the cleric "undo button" gets up and the party spreads out, with one or two blocking the door, it's all over for M.
Also, the fireball is incorrect. It goes around corners. By spilling out into the room that means that distance is within fireball's radius. Therefore it should fill the adjacent squares on the sides.
Quote from: Opaopajr;834117Once the cleric "undo button" gets up and the party spreads out, with one or two blocking the door, it's all over for M.
If the cleric is one of the two characters to save, there's not much chance at all for M to survive the first round.
Say the cleric and rogue save. That means the fighter, cleric and rogue are all up. The fighter and rogue act as specified in my previous post. The cleric casts
healing word on the wizard, moves into melee, and attacks. The wizard gets up and casts a spell to finish M off, if necessary.
Quote from: Opaopajr;834088OK, Cantrips don't count.
Arcane Recovery
Spell Mastery
Signature Spells
1: because the combat ones are functionally not much different from a ranged weapon. Heavy crossbow. Though a fast one to be sure.
2: Um... Arcane recovery is
once per day.
3: Spell mastery is at 18th level, late game.
4: Level 20. Endgame.
Yes, M has 23 hit points.
The PCs have whatever features, abilities, and gear that seems most typical for their class and level. The intent was to let others fiddle with them like dials on a simulator. I didn't really have time to lay it all out yesterday.
You're right about the fireball radius, there should be a little bit of spillover. Again, I was in a hurry.
Quote from: Omega;8341271: because the combat ones are functionally not much different from a ranged weapon. Heavy crossbow. Though a fast one to be sure.
2: Um... Arcane recovery is once per day.
3: Spell mastery is at 18th level, late game.
4: Level 20. Endgame.
@ Cantrips:
Yeah, I am just going to outright disagree. Cantrips are incredibly useful. The utility ones are grotesque for exploration and social.
And the majority of combat ones either circumvent normal rules for ranged weapons (i.e. Sacred Flame works off of DEX save -- and ignores Cover!), or drop on a status/environment effect. They further ignore ammo, loading, and long range Disadv (besting most thrown weapons). Their damage throughput is not the same as a maximized ranged weapon, but they are "functionally different" from a "heavy crossbow."
As for the other comments, I'm going to pull your own words on you for attempting to change the goalposts:
Quote from: Omega;8340741: Definitly no. Casters are down signifigantly from AD&D levels. An AD&D MU had 37 spells at level 20 and a total of 58 at the top end. A 5 e Wizard {at lvl 20} has 21. Cantrips dont count.
(It's 22 by the way. 5e Wizard lvl 20 slot readout is: cantrips 5; 4/3/3/3/3/2/2/1/1.)
Arcane Recovery:
Yeah it's once per day. That's 2x 5th lvl or up to 10x 1st lvl. That brings 5e lvl 20 wizard from 22 slots up to 24~32 slots.
Spell Mastery & Signature Spells:
I am going to ignore your goalpost shift and reiterate your comparison of AD&D lvl 20 wizard to D&D 5e lvl 20 wizard. Infinite 1st lvl and 2nd lvl spell. Atop two free specific 3rd lvl spells, which may be recharged up to 23 times a day.
And I am going to end this discussion definitively with by the book reading of spell memorization times. 5e blows AD&D out of the water how fast it is. Read for yourself:
Preparing and Casting Spells[...]
You can change your list of prepared spells when
you finish a long rest. Preparing a new list of wizard
spells requires time spent studying your spellbook and
memorizing the incantations and gestures you must
make to cast the spell:
at least 1 minute per spell level
for each spell on your list.
Which is a tenth of the time from AD&D (10 minutes/spell lvl) from sheer raw mechanics. And it is further reduced because you only need to memorize spells Prepared -- you don't memorize for each and every spell slot. At lvl 20, an INT 20 wizard only needs 25 minutes for the minimum list of 25 1st lvl spells, (equal to your Intelligence modifier + your wizard level (minimum of one spell)), which is less than the time to memorize a 3rd lvl AD&D spell. Reasonable maximum would be 116 minutes (9, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1 = 89. That's only 22 Prepped spells. Add 3x more 9th lvl spells Prepped = +27 min. 89 +27 = 116 minutes).
(Absolute max of 25 Prepped only 9th lvl spells, which is dysfunctional given only one 9th lvl slot, is 225 minutes, or 3 3/4 hours. And I don't think there's even 25 9th lvl spells out yet. But yeah, there that is, and not even 3x greater than memorizing one AD&D 9th lvl slot at 90 minutes.)
Oh, and that's only if you want to Prepare a
new list. You are perfectly able to keep your old one and skip merrily along into adventure. In that respect there can be no comparison.
Objectively Doom is 100% right by his comment that 5e casters "objectively cast more spells, at any given level, between long rests than in previous editions," as long as we stick to TSR D&D. As for WotC... Fourth edition is an obvious exception, and 3rd had infinite cantrips and orisons parity (and likely prestige class craziness that I can't be bothered to double check).
Hey, I like 5e, but those comments are correct. They are a bit begging the question, though. I do see some 5e caster strengths over old TSR D&D, but I wouldn't say that leaves old AD&D casters like chopped liver. So, though those comments are objectively correct, I still do not agree with the initial assumption.
Keep struggling there. You'll get it eventually.
Hate to be That Guy, but has anyone had their fun cockblocked by Caster Supremacy, or are we spherical cowing again?
Quote from: The Butcher;834155Hate to be That Guy, but has anyone had their fun cockblocked by Caster Supremacy, or are we spherical cowing again?
Quote from: Doom;833737As far as druids, I acknowledge some theory-crafting as the party druid just made level 5 (and is quitting after seeing what wizards can do, and already seen how nuts it was in PF), but his plan was just to start conjuring animals. 8 wolves are pretty strong with pack tactics, although admittedly not much chance they'd survive a fireball. Later, he was going to conjure swarms of beings that explode when they die (mephits, eg), but it's hard to tell how dominating that would be at higher levels.
Granted, that's not as amazing as Wizard Eye (auto-map all dungeons) and polymorph (free t-rex!), but those are level 4, where D&D normally starts to get kinda broken.
Apparently at least one of Doom's players rage quit their Druid because of Other Caster Supremacy.
Quote from: Natty Bodak;834164Apparently at least one of Doom's players rage quit their Druid because of Other Caster Supremacy.
Fair enough. If the player wanted to blow shit up he or she
did roll the wrong class.
I can relate, actually. I wish Clerics had slightly better survivability (even with the Tempest and War domains) so I could duke it out in melee, like TSR D&D and even 3e, instead of hanging out in the back and pew-pewing those pesky orcs. If anything I wanted my Cleric to be
less like a Wizard. :D But apparently Paladins have the close-range infidel-smiter niche cornered.
Generally speaking, I'm opposed to the idea of multiclassing, but maybe it's an answer to my conundrum? Fighter/Cleric or Barbarian/Cleric?
Quote from: The Butcher;834166Fair enough. If the player wanted to blow shit up he or she did roll the wrong class.
I can relate, actually. I wish Clerics had slightly better survivability (even with the Tempest and War domains) so I could duke it out in melee, like TSR D&D and even 3e, instead of hanging out in the back and pew-pewing those pesky orcs. If anything I wanted my Cleric to be less like a Wizard. :D But apparently Paladins have the close-range infidel-smiter niche cornered.
Generally speaking, I'm opposed to the idea of multiclassing, but maybe it's an answer to my conundrum? Fighter/Cleric or Barbarian/Cleric?
My first (still playing it) campaign character was a Tempest Cleric (a spur of the moment alternative to my original concept), and I had similar visions for him. In the fray, laying down the smite, etc. Like you, I was underwhelmed by that part of it, although I lay some of that at the feet of my less than average hit points. I intentionally avoided any combat cantrips with the idea that I'd not be a pew-pew-er. Nothing wrong with a sharp bit of steel and a bow. I'm not always in the front line, but am there often enough. I've quite enjoyed it despite it not being what I expected.
Still really liking 5e. Running two games now, one of which is a public encounters session at a local game store, which I sometimes play in as well.
Quote from: The Butcher;834155Hate to be That Guy, but has anyone had their fun cockblocked by Caster Supremacy, or are we spherical cowing again?
So far, in our 6th level game, casters have exhibited no supremacy. Concentration mechanic seems to solve so many issues.
Quote from: Natty Bodak;834174My first (still playing it) campaign character was a Tempest Cleric (a spur of the moment alternative to my original concept), and I had similar visions for him. In the fray, laying down the smite, etc. Like you, I was underwhelmed by that part of it, although I lay some of that at the feet of my less than average hit points. I intentionally avoided any combat cantrips with the idea that I'd not be a pew-pew-er. Nothing wrong with a sharp bit of steel and a bow. I'm not always in the front line, but am there often enough. I've quite enjoyed it despite it not being what I expected.
When my first character (Human Paladin) died and the guy playing the Cleric petered out, I decided to go with a Cleric. Since the Paladin was a somber, penitent Lawful Good type, I had this idea for a Half-Orc Cleric of Thor, a Chaotic Good bruiser and binge-drinker. But I was kind of unsure of a Cleric's ability to survive the front lines, given how close to death my Paladin was several times, so I went with a "laser Cleric" of Mitra.
I kind of regret choosing combat effectiveness over character concept, but I guess I'll have to roll with it now.
Quote from: Natty Bodak;834174My first (still playing it) campaign character was a Tempest Cleric (a spur of the moment alternative to my original concept), and I had similar visions for him. In the fray, laying down the smite, etc. Like you, I was underwhelmed by that part of it, although I lay some of that at the feet of my less than average hit points. I intentionally avoided any combat cantrips with the idea that I'd not be a pew-pew-er. Nothing wrong with a sharp bit of steel and a bow. I'm not always in the front line, but am there often enough. I've quite enjoyed it despite it not being what I expected.
My tempest cleric is level 8 now. I'm only using breastplate and shield to preserve stealthiness (and swimming, in a sea-faring campaign), but that still gives me AC 18. I have Con 16 with Resilient and 67 hit points. With divine strike, 2nd-level
spiritual weapon and 3rd-level
spirit guardians up, I deal excellent persistent damage for an entire combat (3d8 plus mods to single target, plus 3d8 save for half to everyone within 15 feet of me) but I have no nova ability without blasting spells. I don't see that as a bug, because I also have considerable AoE, control, healing and buffing abilities that the nova guys don't enjoy.
Quote from: The Butcher;834155Hate to be That Guy, but has anyone had their fun cockblocked by Caster Supremacy, or are we spherical cowing again?
*Raises hand*
Quote from: The Butcher;834155Hate to be That Guy, but has anyone had their fun cockblocked by Caster Supremacy, or are we spherical cowing again?
Well, there really isn't caster supremacy in my campaign...because most everyone is a caster. Ok, not everyone, but I had 8 people at my table last night. 1 Fighter, 1 Barbarian, everyone else chucking spells, including 2 wizards.
Good lord, the poor dragon (it's the Tiamat campaign, players are level 9). First trapped in a sphere of force. The monsters finally get through Shield and force a failed concentration check.
Then dragon is banished, auto-fail saving roll (player ability). I counterspelled the Shield just to hit the AC 21 or so wizard to get a failed Concentration check. Then another Banish. Then another Banish, which finally stuck long enough for the other players to mop up. The other wizard is a blaster, did fireball, ice storm, fireball, etc. Dragon un-Banishes and gets slaughtered.
Concentration does weaken spells...but so many of them, so hard to stop.
The other wizard was also tanking and blasting away fireball, ice storm, repeat, while the monsters scratch away.
Yes, the Fighter and Barbarian were there to pick off the little monsters, and certainly had fun riding their BMXes, so it's all good.
Quote from: Greg Benage;834193My tempest cleric is level 8 now. I'm only using breastplate and shield to preserve stealthiness (and swimming, in a sea-faring campaign), but that still gives me AC 18. I have Con 16 with Resilient and 67 hit points. With divine strike, 2nd-level spiritual weapon and 3rd-level spirit guardians up, I deal excellent persistent damage for an entire combat (3d8 plus mods to single target, plus 3d8 save for half to everyone within 15 feet of me) but I have no nova ability without blasting spells. I don't see that as a bug, because I also have considerable AoE, control, healing and buffing abilities that the nova guys don't enjoy.
You're a couple levels ahead of me, and certainly beefier. I lucked into a +1 breastplate so I've been sitting at AC 19, which has given me a false sense of security at times. I passed over Spiritual Weapon for flavor reasons, but Spirit Guardians is a gold in the fray. I'm in no danger of taking over front line duties from the Barbarian or the Paladin, but a really great part of that team.
Not what I initially had in mind, but plenty of fun to play.
Quote from: Shipyard Locked;834084M rolls better initiative than all four level 4 PCs (effectively the players have failed one of the rolls that protect them from circumstances like this). He places his fireball in the hall behind the PCs so there is no chance of it hitting him. That's what the red squares represent.
This is one of the great problems with these types of "duel scenarios". There are a lot of variables that are usually assumed.
For example, the wizards recognizes the PCs as the sort of threat that makes it worth immediately expending a scare resource (fireball). The party either loses initiative (4 rolls lost versus 1) or the wizard gets surprise (ambushes are always extra deadly, even if it was a melee type). The same assumptions that could lead the players to not lead with an alpha strike should apply to many Mages as well.
But I think about the sorts of characters I have actually played at 4th level, and the actual experience with fireball ambushes, and I'm also not convinced that this would be as bad as suggested.
At the time of the case I am thinking of, I played a Barbarian. Unless the Mage has positional advantage, the AC 19 is not much versus a Barbarian (who at 4th level will have 16 or 18 strength, advantage on the Dex check, and Reckless attack). That is going to be a +5 or +6 to hit (maybe one more) with perhaps another +1 from a magic weapon (I had one at level 4). Every attack will be reckless (if the wizard is doing a melee attack then that isn't a fireball blasting everyone). That makes a save likely with Danger Sense (an a +2 to Dex), and a hit (roll twice, at the time I was +7 to hit) versus AC 19 likely. That character (raging) hit for 1d8 + 7 (that was a RP decision, it could well have been 2d6+7 as I turned down a +1 maul for a longsword with an eagle motif). That particular character had wolfpack tactics (which didn't work so well much of the time as the other players were a circle of the moon druid, a life cleric and a necromancy wizard). Bear totem would also have been bad news for the wizard, especially if the intial save with advantage was made.
With the good saves and around 40 hit points (I had more but that involved a roll of "12" at second level), I was not noticeably slowed by a Flaming Skull. It had more hit points, it dropped the wizard and the cleric with a surprise fireball, and it was shredded by myself and the druid. It had a lower AC (17 with Shield) but more hit points (40). It'd have been more optimal for the Druid to have dropped out of animal form and brought the cleric back up, but that wasn't the way the encounter played out.
I mean it was a tough fight, but we were in absolutely no danger of a TPK. Even if the Druid had been in gnome form, she would still have had a very good chance of being up (and she was often a bear or a tiger). This was even more common when a warlock with telepathy joined the party later on. Hitting wouldn't be an issue with wolfpack tactics. Frenzy would have been even worse for the wizard, though, had I gone that way (two attacks at +7 with advantage a round might well finish her off before she gets out a second spell).
At 5th level, where we ended up one session later, the Mage would need to have significant positional advantages to have a chance. Fast movement means a better control of range is required and the extra attack is going to make it brutal.
I also recall fighting some wizard who had a glass staff with mage armor and shield galore -- and it was still over in a mob scene of the druid and the barbarian rushing him.
So these types of encounters seem to have been less deadly in my experience. And our wizard still has neither dispel magic nor counter-spell, but was a dwarf and so had a surprising amount of hit points (he still dropped from the initial shot due to a failed save). Maybe we over-optimized characters?
I admit that adding one or two minions would have made things a LOT more deadly, as the charging of the mage would have been a less obvious tactic.
Quote from: Shipyard Locked;834084Ok, I fully concede that doing this could prove me wrong, but I say we take this out of the abstract.
Here's an example of a reasonably ideal circumstance for our hypothetical NPC mage (M):
(http://i.imgur.com/YGnbCoD.png)
Reasonably ideal for the PCs.
The NPC Mage? Is screwed.
Quote from: The Butcher;834155Hate to be That Guy, but has anyone had their fun cockblocked by Caster Supremacy, or are we spherical cowing again?
Seems mostly the cow. Yeah.
The big factor is how the DM an d the players are running things. Like any other game.
Mis-apply even one element like Opaopajr and Doom apparently did and it can skew things a little or a-lot. Or if either side just plain plays casters in some weird way and it all goes right out the window.
Same goes for any other class really. Jan and I sat down and did the math on the Ranger after she was a little bummed that it wasn't outputting as much damage with a bow as she could with a fighter archer. But we discovered that under the right circumstances a ranger can crank out a truly monstrous amount of damage in a single round at around midpoint of the class. 10d8+150 damage total taking into account a 50% hit rate. If the DM set up and allowed that every combat then one might just get the idea that the Ranger is a little overtorqued. The reality is that this sort of situation will not occur at that level of frequency or be sustainable very often.
Quote from: Sommerjon;834219Reasonably ideal for the PCs.
The NPC Mage? Is screwed.
Assuming those are 5ft squares and some of the PCs get initiative. Then yeah. They can be right there flanking the caster if even just two gets initiative before he casts. Assuming hes level 5 then hed have the Doom example of 2 fireballs to cast. If he doesnt have shaped spell then hes in potentially a lot of trouble. With it he can point blank fireball them.
Even if they all scatter east and west to the walls he can still blanket them all in the blast radius unless 1 and 2 move north some and might just get outside the range. If 3 and 4 back up some then it gets even more interesting.
Which is a great example of how tactics and/or lack thereof can swing a battle far more than the dice ever could.
Quote from: Omega;834227Mis-apply even one element like Opaopajr and Doom apparently did
I see I'm being misrepresented here again. What, pray tell, element, did I misapply?
This thread has explored many facets of 5E and some of it has been quite interesting to read.
However the game balance thing doesn't bother me generally, as RPGs are not as simple as a list of combat stats.
RPG characters are so much more than that.
One thing I did find somewhat concerning though (if it's true), is grappling doesn't disrupt casting a spell.
That DOES seem pretty stupid to me.
If it comes up and it will eventually, I'll force some sort of concentration check vs a grapple roll or something to be able to get the spell off.
Isn't there some requirement to have a hand or something free to cast a spell?
There's the VSM requirement for spells, so it kind of infers that.
Perhaps I'll say something like:
If a Verbal component is required, then you can grapple to stick your hand or something over the mouth.
If a Material component (or spell focus) is required, again, a contested Grapple roll should be possible to stop the caster getting at the material components or focus.
If a Somatic component is required, then restraining arms via a grapple roll should be possible.
It's an easy thing to house-rule I think and overall I really like 5E.
Quote from: danskmacabre;834264This thread has explored many facets of 5E and some of it has been quite interesting to read.
However the game balance thing doesn't bother me generally, as RPGs are not as simple as a list of combat stats.
RPG characters are so much more than that.
One thing I did find somewhat concerning though (if it's true), is grappling doesn't disrupt casting a spell.
That DOES seem pretty stupid to me.
If it comes up and it will eventually, I'll force some sort of concentration check vs a grapple roll or something to be able to get the spell off.
Isn't there some requirement to have a hand or something free to cast a spell?
There's the VSM requirement for spells, so it kind of infers that.
Perhaps I'll say something like:
If a Verbal component is required, then you can grapple to stick your hand or something over the mouth.
If a Material component (or spell focus) is required, again, a contested Grapple roll should be possible to stop the caster getting at the material components or focus.
If a Somatic component is required, then restraining arms via a grapple roll should be possible.
It's an easy thing to house-rule I think and overall I really like 5E.
Exactly, there really needs to be a bit more that you can do against spellcasting...it's not like spellcasters only get a few spells or something, they get tons, and it's not like spells aren't particularly effective, they'd strong. So...why not have a way to at least *possibly* affect spellcasting.
Quote from: Doom;834273Exactly, there really needs to be a bit more that you can do against spellcasting...it's not like spellcasters only get a few spells or something, they get tons, and it's not like spells aren't particularly effective, they'd strong. So...why not have a way to at least *possibly* affect spellcasting.
Before this subject came up, I assumed there WAS a way to do that in the existing mechanics.
In a way there IS, you just need to expand it a bit.
A lot of spells have VSM Requirements, so as long as you can disable somehow the caster from fulfilling those requirements, then within the framework of the rules, you can stop the caster getting his spell off.
The only thing that's missing is the actual specific mechanic to handle this in the rules.
It seems to be an oversight to me, albeit a really big one.
The grappling rules seem like a way to do that. it's mostly there really, it just needs a bit of descriptive text added. You don't even need to add a new mechanic, just use the Grapple opposed dice roll to remove fulfilling one of the casting requirements as I described earlier.
5E is very moddable anyway and WotC seem to encourage the DM to wing it somewhat to reflect stuff that isn't covered, so it's not really a big thing.
I take the view in RPGs anyway that if it seems like it's possible to do but the rules don't cover it, then the rules take a back seat to common sense.
To clarify a bit better...
A wizard is about to throw a fireball.
It has a VSM requirement.
Verbal: So he has to say stuff (Magical words to activate the spell)
Material: He has a material component (or spell focus), so he has to grab some bat guano and Sulphur or hold onto his focus.
Somatic: He has to wave his hands about or throw the guano or whatever.
Lets say a fighter is in range to jump the mage and sees the Mage raising arms, chanting, grabbing stuff etc...
Or perhaps he knows he's a Mage and knows (or thinks he knows) the mage needs his arms free or to say stuff or grab stuff to get of a spell, which he assumes he's going to do.
The fighter decides he's going to grapple the mage and restrain his arms..
He assumes this will be enough to stop the spell getting off (It might not, if the spell doesn't have Somatic and Material components).
Normal Grapple test takes place..
If the fighter wins, the Mage's arms are restrained, stopping him doing stuff that requires use of arms.
In this case, he can't cast the fireball, as he needs his arms to get or hold onto the bat guano and Sulphur or hold onto/grab his focus.
The fighter might have chosen to cover his mouth instead or shove his face into the ground, stopping the mage fulfilling the Verbal requirement.
Again, same opposed grapple check, but the fighter is somehow covering the Mage's mouth.
No mechanics have been added. All that's been done here is flesh out the Grapple better and it really makes sense you should be able to do things things with a successful Grapple.
But wait! what if noone is in range to Grapple?
OK, so similar scenario..
Party rocks up, sees a Mage in the distance. It looks like he's about to throw a nasty spell... He has a glowing Orb in his hand or he's grabbing stuff from his robes..
Or the party is paranoid and assume he's up to something.
The party know they won't get to him in time...
The Ranger (or whoever might have a ranged weapon ready) states.
I take a ready action, as soon as he starts to grab stuff, I shoot at that hand, knocking it out of the hand or impaling it or something.
There's no specific rule for this, but there ARE rules to work with somewhat.
As I run RPGs in a pretty loose way I'd say the following:
The Ranger can do the called shot at the hand that's grabbing stuff and he'll have to take a ranged weapon attack as a readied action (assuming he beats the Mage at Initiative) at DISADVANTAGE, as it's a very specific location.
Damage will be applied normally however it'll disrupt whatever the Ranger was describing he wanted to stop..
In this case, if the Ranger hits at DISADVANTAGE (AND wins initiative) , the arrow hit's the Mage's hand that's grabbing or holding a focus or grabbing stuff..
Therefore the Mage can't fulfill the material component and the fireball fails.
I've only added one mechanic, which is the called shot Disadvantage ruling.
Maybe there's already called shot rules, in which case I'd use that, but if not, that makes sense to me.
Again, 5E is very easily moddable and IMO this doesn't break anything and a situation like this sounds reasonable to me.
Quote from: danskmacabre;834277In this case, if the Ranger hits at DISADVANTAGE (AND wins initiative) , the arrow hit's the Mage's hand that's grabbing or holding a focus or grabbing stuff..
Therefore the Mage can't fulfill the material component and the fireball fails.
Disarm already does this though? Its in the DMG.
Quote from: Omega;834278Disarm already does this though? Its in the DMG.
Ok yeah that works too. Even better as you're using an existing mechanic.
Quote from: Doom;834253I see I'm being misrepresented here again. What, pray tell, element, did I misapply?
I am curious, too. I actually disagree with your assessment, except for the objectively true statements you mentioned. But apparently we are saying the same thing in this topic. :rolleyes:
And I quoted and cited my work.Quote from: danskmacabre;834275Before this subject came up, I assumed there WAS a way to do that in the existing mechanics.
In a way there IS, you just need to expand it a bit.
A lot of spells have VSM Requirements, so as long as you can disable somehow the caster from fulfilling those requirements, then within the framework of the rules, you can stop the caster getting his spell off.
The only thing that's missing is the actual specific mechanic to handle this in the rules.
It seems to be an oversight to me, albeit a really big one.
The grappling rules seem like a way to do that. it's mostly there really, it just needs a bit of descriptive text added. You don't even need to add a new mechanic, just use the Grapple opposed dice roll to remove fulfilling one of the casting requirements as I described earlier.
5E is very moddable anyway and WotC seem to encourage the DM to wing it somewhat to reflect stuff that isn't covered, so it's not really a big thing.
I take the view in RPGs anyway that if it seems like it's possible to do but the rules don't cover it, then the rules take a back seat to common sense.
True, it is easily modded. And it does seem like an oversight.
Grappling explicitly only applies Grappled condition. And it explicitly takes a feat, Grappler, to then take another attack action to turn a Grapple condition into a Restrained condition. So you could openly state you're not running RAW or using the optional rules.
Or, use the
Improvise an Action action mentioned in the tan box, as I have repeatedly mentioned and cited in this topic. Been saying that for awhile now. But be prepared for it not working in AL without a compliant table (GM and/or Players) and coordinator (because there are already extant explicit rules for what Grapple does), and be prepared for that discussion with your own non-Organized Play home table if others balk.
Quote from: danskmacabre;834276To clarify a bit better...
A wizard is about to throw a fireball.
It has a VSM requirement.
Verbal: So he has to say stuff (Magical words to activate the spell)
Material: He has a material component (or spell focus), so he has to grab some bat guano and Sulphur or hold onto his focus.
Somatic: He has to wave his hands about or throw the guano or whatever.
Lets say a fighter is in range to jump the mage and sees the Mage raising arms, chanting, grabbing stuff etc...
Or perhaps he knows he's a Mage and knows (or thinks he knows) the mage needs his arms free or to say stuff or grab stuff to get of a spell, which he assumes he's going to do.
The fighter decides he's going to grapple the mage and restrain his arms..
He assumes this will be enough to stop the spell getting off (It might not, if the spell doesn't have Somatic and Material components).
Normal Grapple test takes place..
If the fighter wins, the Mage's arms are restrained, stopping him doing stuff that requires use of arms.
In this case, he can't cast the fireball, as he needs his arms to get or hold onto the bat guano and Sulphur or hold onto/grab his focus.
The fighter might have chosen to cover his mouth instead or shove his face into the ground, stopping the mage fulfilling the Verbal requirement.
Again, same opposed grapple check, but the fighter is somehow covering the Mage's mouth.
No mechanics have been added. All that's been done here is flesh out the Grapple better and it really makes sense you should be able to do things things with a successful Grapple.
It could be an interesting option for Improvised Action. However at that point for a home game it's just easier to introduce weapon attacks interrupting spell casting. It also removes the arms race wizards have for DEX, which affects AC, Initiative, and Acrobatics, which is one of the skills one can choose to contest Grapples and Shoves. It's just a cleaner solution to return to older ideas than all this extra effort, I think.
You only need one free hand, for both S and M (ba-dum, tsh!). Very few spells lack V, so countering V is mission critical. So granting Grapple to cover someone's mouth, and not also explicitly defining the cost for Grapple maintenance, it will be easy for Fighters to grapple casters and holding them between his thighs, covering their mouths. A very kinky unintended(?) consequence, possibly overpowering with Action Surge and Extra Attack. But hey, tinkering RPG systems is fun, too.
Info on VSM, btw:
Verbal (V)Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion.
Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.Somatic (S)Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the
caster must have free use of at least one hand to perform these gestures.Material (M)Casting some spells requires particular objects, specified in parentheses in the component entry.
A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.(D&D 5e Basic .pdf, August 2014. p. 79.)
Quote from: danskmacabre;834277But wait! what if noone is in range to Grapple?
OK, so similar scenario..
Party rocks up, sees a Mage in the distance. It looks like he's about to throw a nasty spell... He has a glowing Orb in his hand or he's grabbing stuff from his robes..
Or the party is paranoid and assume he's up to something.
The party know they won't get to him in time...
The Ranger (or whoever might have a ranged weapon ready) states.
I take a ready action, as soon as he starts to grab stuff, I shoot at that hand, knocking it out of the hand or impaling it or something.
There's no specific rule for this, but there ARE rules to work with somewhat.
As I run RPGs in a pretty loose way I'd say the following:
The Ranger can do the called shot at the hand that's grabbing stuff and he'll have to take a ranged weapon attack as a readied action (assuming he beats the Mage at Initiative) at DISADVANTAGE, as it's a very specific location.
Damage will be applied normally however it'll disrupt whatever the Ranger was describing he wanted to stop..
In this case, if the Ranger hits at DISADVANTAGE (AND wins initiative) , the arrow hit's the Mage's hand that's grabbing or holding a focus or grabbing stuff..
Therefore the Mage can't fulfill the material component and the fireball fails.
I've only added one mechanic, which is the called shot Disadvantage ruling.
Maybe there's already called shot rules, in which case I'd use that, but if not, that makes sense to me.
Again, 5E is very easily moddable and IMO this doesn't break anything and a situation like this sounds reasonable to me.
The use of the Ready action to Disarm (DMG. Also not AL compliant, but fun nonetheless) is beautiful. However to use a Ready action means its already your turn, as you must a) not be Surprised, and b) use up your Action and Reaction to set up the trigger. And at that point you're sorta better off Moving out of the party cluster and just shooting the caster for massive amounts of damage as your party Dashes out into a dispersed anti-caster formation. Sharpshooter is disgusting by the way.
Too bad it is also nullified with the "One Free Interaction with the Environment" part that everyone gets on their turn. Which would be on the wizard's turn to, a) pick up the orb, or b) draw a new spell focus, and keep casting the spell's S and M components with the same, very dextrous, juggling, hand. Otherwise, fantastic design effort on your part — I was really feeling the moment there. (No, I'm not being sarcastic! It sounded like a fun old school game!)
Now if you had two ranged weapon fighters Readied... But then at that point you should have shot the caster dead or within an inch of its life, while also dispersing into anti-caster formation. Hey, Stabilizing the Dying isn't all that hard, and then you can gag and manacle the caster to interrogate at your leisure. :)
(I know, I'm no fun. :( )
Thanks Opaopajr for the detailed response, I appreciate it.
I didn't see the improvised action and I agree, it seems to cover pretty much whatever you want if it's not already covered.
Actually it's far simpler to use that than mess with Grapple.
As you say, Grapple does appear to have specific limitations and feats built around it.
But really, the improvised action just makes it simpler to use than ever, without even requiring to add any new rules.
You could just use what I laid out above, but call it an improvised action instead of a Grapple.
TBH, I don't see what the problem is at all. It does appear the system inherently supports interrupting spells, it's just not that obvious.
I DO think it should have been made more clear though. As interrupting spells is a pretty big and important option.
I don't really think it'd cause an overall reaction of characters mostly using chokes, thigh holds... binding an gagging etc as sometimes is easier and quicker to chop the mage into bite sized pieces or using special abilities for the various classes.
Even at 2nd level the Barbarian character for a game I'm running can deal out truly horrific damage...
Still, it's very nice that you CAN actually do this with the existing rules.
Quote from: Opaopajr;834290The use of the Ready action to Disarm (DMG. Also not AL compliant, but fun nonetheless) is beautiful. However to use a Ready action means its already your turn, as you must a) not be Surprised, and b) use up your Action and Reaction to set up the trigger. And at that point you're sorta better off Moving out of the party cluster and just shooting the caster for massive amounts of damage as your party Dashes out into a dispersed anti-caster formation. Sharpshooter is disgusting by the way.
Too bad it is also nullified with the "One Free Interaction with the Environment" part that everyone gets on their turn. Which would be on the wizard's turn to, a) pick up the orb, or b) draw a new spell focus, and keep casting the spell's S and M components with the same, very dextrous, juggling, hand. Otherwise, fantastic design effort on your part — I was really feeling the moment there. (No, I'm not being sarcastic! It sounded like a fun old school game!)
Now if you had two ranged weapon fighters Readied... But then at that point you should have shot the caster dead or within an inch of its life, while also dispersing into anti-caster formation. Hey, Stabilizing the Dying isn't all that hard, and then you can gag and manacle the caster to interrogate at your leisure. :)
(I know, I'm no fun. :( )
I did assume you'd win initiative, it's your turn etc etc...
I agree it MIGHT be better to just pound the mage with lots of damage, but that's not necessarily an option at lower levels.
Once you get to higher levels, there's lots of special abilities, feats and so on that are probably better anyway.
AS to AL compatible, I have no interest whatsoever in AL, I only run games with friends, not in AL, which sounds awful.
Regarding using a free action to pick up the focus object..... well who says it's gonna drop right at his feet? That depends on the environment. If it's a focus orb, it might roll off some distance..
If a caster has a focus object, it's likely they don't have components handy.
Still, we're stating very specific situations and circumstances.. I think in play it'd work, but analysing the minutae in extreme detail I agree can create awkward situations.
As always, it helps to have like-minded players at the table. When people see eye to eye, all sorts of fun can be had. It is also my contention from way back to my earliest post in this topic.
The idea of WWE Royal Rumble 5e sounds awesome to me. To think of spellcasters taking more DEX trying to escape martial classes trying to grab their mouths and pin their hands, it sounds like a comical good time. (Or to some a nightmarish flashback to high school? Dunno.)
That said, I still think the easiest way to handle it for one's home game, without changing the tone of the game drastically, would be to introduce just martial spell interrupt. Have fun!
Quote from: danskmacabre;834292I did assume you'd win initiative, it's your turn etc etc...
I agree it MIGHT be better to just pound the mage with lots of damage, but that's not necessarily an option at lower levels.
Once you get to higher levels, there's lots of special abilities, feats and so on that are probably better anyway.
AS to AL compatible, I have no interest whatsoever in AL, I only run games with friends, not in AL, which sounds awful.
Regarding using a free action to pick up the focus object..... well who says it's gonna drop right at his feet? That depends on the environment. If it's a focus orb, it might roll off some distance..
If a caster has a focus object, it's likely they don't have components handy.
Still, we're stating very specific situations and circumstances.. I think in play it'd work, but analysing the minutae in extreme detail I agree can create awkward situations.
I understand and sympathize with the lack of desire for Organized Play. That said, of Organized Play formats, AL is really making an effort to include GM flexibility to enliven the game. I may criticize it, but I give tremendous credit to WotC's progress amid the current Organized Play environments.
As for your comments, I hope you don't mind as I comment on them explaining why it doesn't work like you think it does. Most of this comes from actual play experience, much of it from AL's rather competitive and rules exacting crucible. Enjoy! :)
As for damage at early levels, you can get some disgusting amounts of damage very early on, especially with Human variant and their early Feats. For a start, go calculate the fun of a 1st lvl Human variant Rogue Sharpshooter! :D
As to the spell focus not dropping at their feet? You are allowed to break up your Move however much you want amid your Action/s and Bonus Action. It would have to fly away further than 30‘, and a wizard in a world with Disarm well known choosing to not drop extra gp for a spare focus/component pouch. Let's just say that example is vanishing unlikely. :)
Quote from: Omega;834242Assuming those are 5ft squares and some of the PCs get initiative. Then yeah. They can be right there flanking the caster if even just two gets initiative before he casts. Assuming hes level 5 then hed have the Doom example of 2 fireballs to cast. If he doesnt have shaped spell then hes in potentially a lot of trouble. With it he can point blank fireball them.
Even if they all scatter east and west to the walls he can still blanket them all in the blast radius unless 1 and 2 move north some and might just get outside the range. If 3 and 4 back up some then it gets even more interesting.
Which is a great example of how tactics and/or lack thereof can swing a battle far more than the dice ever could.
Seem to be 5' squares according to the room size.
Greg nailed it. No matter what the NPCMage does, he is doomed.
If I am running that encounter the NPCMage will instantly surrender, hopefully to live and fight another day.
Quote from: Opaopajr;834295I understand and sympathize with the lack of desire for Organized Play. That said, of Organized Play formats, AL is really making an effort to include GM flexibility to enliven the game. I may criticize it, but I give tremendous credit to WotC's progress amid the current Organized Play environments.
The whole organised play thing sounds way too....ermmm "Organised" for me ;).
I run games primarily for fun and if the rules get in the way of doing something cool, especially if a player comes up with some inspired and feasible idea that the rules just get in the way of due to turn sequencing and fine details, then unless it's a sizeable rule breakage, I'll just handwave stuff or RP why a monster or NPC might not maximise his abilities.
Quote from: Opaopajr;834295As for your comments, I hope you don't mind as I comment on them explaining why it doesn't work like you think it does. Most of this comes from actual play experience, much of it from AL's rather competitive and rules exacting crucible. Enjoy! :)
Absolutely fine and it's great to get comments from someone who has clearly an in depth detailed understanding of the rules.
Quote from: Opaopajr;834295As to the spell focus not dropping at their feet? You are allowed to break up your Move however much you want amid your Action/s and Bonus Action. It would have to fly away further than 30‘, and a wizard in a world with Disarm well known choosing to not drop extra gp for a spare focus/component pouch. Let's just say that example is vanishing unlikely. :)
Oh I'm sure you're right. but TBH, when I run monsters/NPCs etc that I had an evil plan set up for and a player came up with some cool idea, whilst the mechanics may well allow him to move, pick up the Orb or pull out a spare component pouch, complete the spell and blast the characters.
I'd prefer to RP him being shocked, looking at an arrow sticking out of his arm and not necessarily maximising every single thing he could do according to the strict letter of the rules.
If it's between the players feeling a glorious victory in a tough fight with enemies and pulling through due to great ideas and using their characters in fun ways, often resulting in cheers of victory and talking about it for weeks after
OR Obeying the exact letter of the rules to the finest detail and playing out NPCs to maximum effect, then I'll go with RP decisions over maximising effect any day.
On the rare occasions I actually play RPGs, I try to do the same with my characters.
But still, thanks for clarifying those points, they were very interesting. :)
Oh I love coherent, flavorful description that recognizes the consequence of action. You have to explain nothing. I'm a 2e player at heart, so the romance of the breathing world engrosses me more than any gritty, wargaming (or dramatist) logic.
I just know how to do both, just in case. ;)
Quote from: Sommerjon;834372Seem to be 5' squares according to the room size.
Greg nailed it. No matter what the NPCMage does, he is doomed.
If I am running that encounter the NPCMage will instantly surrender, hopefully to live and fight another day.
Yeah. A single fireball might not drop them, depends on their HP. I'd have to do the math on the chances of that. But assuming some survive if they all charge in its not going to be pretty for the mage. And a single fireball probably will not drop anyone unless someone gets lucky or unlucky.
If they arent all melee types then all some have to do is back up and plink away with arrows while the others engage.
If it were the current group I adventure with then Kefra and I would charge in to melee, Kefra in bear form or variant thereof as its pretty combat effective. Jannet would fall back and let fly the arrows. We might be able to drop him before round 2. But more likely would take longer than that. The second fireball would be worrysome if we were all level 5. I'll ask the others what they think.
Quote from: Omega;834550Yeah. A single fireball might not drop them, depends on their HP. I'd have to do the math on the chances of that. But assuming some survive if they all charge in its not going to be pretty for the mage. And a single fireball probably will not drop anyone unless someone gets lucky or unlucky.
If they arent all melee types then all some have to do is back up and plink away with arrows while the others engage.
If it were the current group I adventure with then Kefra and I would charge in to melee, Kefra in bear form or variant thereof as its pretty combat effective. Jannet would fall back and let fly the arrows. We might be able to drop him before round 2. But more likely would take longer than that. The second fireball would be worrysome if we were all level 5. I'll ask the others what they think.
Ceding to the Mage both initiative and position for a no-collateral-damage fireball that hits every opponent, it looks pretty bad for the Mage. And all without a Wish spell for the Mage's retroactive miscarriage, no less.
Quote from: Natty Bodak;834552Ceding to the Mage both initiative and position for a no-collateral-damage fireball that hits every opponent, it looks pretty bad for the Mage. And all without a Wish spell for the Mage's retroactive miscarriage, no less.
Thats ok. We are going to hit him so hard his parents feel it. :cool:
Heres how it went down.
Round 1. Wizard got initiative. Just barely. drops a 27 point fireball on us. Not enough to kill me or Kefra in bear form, but enough to take down Jan if she fails her save. This is where I get hell for not picking up Counterspell. Sorry girls! Luckily we all make our saves. Kefra just barely. 13 damage each. Me and Kefra move in and flank the wizard. Kefra moves first then holds for me to move into position so we both have advantage. I hit twice for 5+4 shield bashing and Kefra hits once for 12 points of angry bear chomping. 21 total. We rolled up 21 HP for the wizard and figured since this guy is alone he must be made of sturdier stuff and so a 16 con maybe, bumping him up to 31 HP. If he were not so sturdy then he would be DOA on the spot. Jan's turn and instead of attacking she uses her Battle Master maneuver of Commander's Strike for both her attacks, giving me and Kef another attack each. I hit and Kefra criticals. Do we even need to roll the damage? 7 & 14. Even without the crit he'd be a splatter.
Assuming Jan had attacked at range instead and somehow failed to off him then next round using the standard initiative system would have seen the wizard maintain his initiative and fireball us again. 24 points. We all make our saves again. 12 more damage. I am still standing. Kef is still standing. Jannet goes down though. The wizard would have gone down this round and then Kef would have to administer to the roast ham. ahem.
That kids was a CR2 encounter. Rated as "Easy" for our group. Which shows you just how potentially brutal even the easy combats can go. If Jan had failed her save she would have gone down without getting to even fire a single shot.
Which brings us back to the topic and why I like this edition so much.
Interesting mechanical introductions, such as with partially using your turn and then holding some for later, and flanking. Are you using houserules or DMG additions? Did Kefra use the Ready action with your arrival as a trigger?
Quote from: Opaopajr;834714Interesting mechanical introductions, such as with partially using your turn and then holding some for later, and flanking. Are you using houserules or DMG additions? Did Kefra use the Ready action with your arrival as a trigger?
Flanking is in the DMG and was Jan's idea to take advantage of based off that map and what we could do.
I think we flubbed Kefra holding her action after moving since if I am reading it right it uses up your reaction. So Jan's Commander's Strike would have been wasted on her. On top of that I think Jan forgot that the maneuver uses a Bonus action so she could not have used it twice like that. I did not notice that till later today when looking up some stuff in the PHB. Though since Kefra spectacularly missed one of her attacks even with advantage in the end it evens out.
Otherwise I think we played it right. Kefra moved in and held her attack until I was in place and attacked, which triggered her held attack action.
Correct on both counts, Ready uses action and reaction, and Bonus Action "slot" may only receive one bonus action, regardless of how many you may qualify for. I could copy-pasta cite, but you already have the material and sounds like you looked it up. That said, it sounds like everyone is pretty combat decent and not squishy, so I think you could have handled it PHB RAW.
(If you gave a summarized PC readout, I could say what I would have done PHB RAW. I don't think the example is all that hard, given I think one Healing Potion on the Fighter acts as insurance against any hope for M. But it is a GM tactical exercise, good to stay sharp.
Actually if M wanted to win, he would have casted Web 10' away from the front line first. The 20' cube would cause a DEX save to Restrain, consume an action with a STR check v. spell DC to break Restrain, leave Difficult Terrain & Light Obscure, and are flammable for an extra 2d4 fire damage to the creature's starting turn.
Even if some save the Difficult Terrain eats up 10' of movement. And anyone Restrained has 0 Spd, Disadv on their Atk rolls, Adv on enemy Atk rolls, and Disadv on DEX checks. Which, since Fireball is a DEX check, and flaming webs add 2d4 fire dmg at victim's turn start, is quite sexy evil.
But that's just me.)
What I really liked from your example was using Ready as a non-obvious substitute for Hold an Action, a staple back in the day. Ready is an interesting mechanic.
The lack of being actually able to hold an action till later is one of the few small off points to 5e. Having to go through the mechanics of the ready/reaction action seems an almost needless extra mechanic. But I guess it was put there to prevent some weird abuse.
As for the us vs mage battle. We just went at it as if it were a normal encounter without trying to overthink it and the Doom mage was focused on cranking out those two fireballs. Which since he had initiative, was actually a pretty good idea as it had a chance to drop the whole group. With a little prep he could have been more of a threat. He had mage armour up by the way.
Which is the other down point of 5e. The fixed initiative system. None of the current group or the one I DM for like it and reverted back to rolling off each turn.
Bemusingly the after-combat conversation consisted of A: chewing me out for not having Counterspell, and B: wondering just what that lone mage was doing there alone anyhow?
Hold was tactically interesting in the Fog of War Initiative where it is rolled off each round. However it could be cumbersome and I found it best for small to mid skirmishes. By 3e it became so useful to game the system, and with (IIRC) Feats like Improved Initiative kinda annoying.
In fixed or rolling initiatives Hold action is too game-able for my tastes.
I am OK losing out on Hold action, but I sorely miss Fog of War Initiative, as I mentioned earlier in this topic.
Ready action is made predominantly for out of combat uses in preparation. Great for teamwork like standing ranged weapon ready before someone throws open the door. Or great for exiting combat, Readying to Dash upon seeing a monster suffer transformation. I'd expect to use that action a lot in a Ravenloft game, as that dramatic pause and triggered action is very in atmosphere to the genre.
(PS: And yes, you should have been chewed out for not having Counterspell. You have Dispel Magic though, right? Right? O_o :p)
Quote from: Natty Bodak;834552Ceding to the Mage both initiative and position for a no-collateral-damage fireball that hits every opponent, it looks pretty bad for the Mage. And all without a Wish spell for the Mage's retroactive miscarriage, no less.
Absolutely, worst case scenario, mage doesn't go to a corner, cherry-picked classes (we all know Moon Druid is screwy, right?), everyone makes the save, give everyone an extra level, and damage roll is low, and it's a cakewalk.
You're right. :)
Just for fun, let's try it with a level 4 party, cleric, wizard, barbarian, and rogue, level 4.
Fireball goes off. Two characters fail their save (cleric and wizard, the ones most likely), and the expected damage from the fireball is more than these characters have at level 4, unless they have a high con (and the mage only has to roll a little higher to take care of that).
Mage moves back to corner.
Now, at this point, the barbarian and rogue should just run away, and I agree that's no TPK...but that's a strange "easy" encounter where mathematically running away and letting two characters die is the typical result.
So, just for fun, let's assume the barbarian rages, and has the movement to go to the mage in the corner; the rogue can just barely get a shot off and move to where a fireball won't get him and the barbarian at the same time (I'm assuming neither is a dwarf/halfling/slow mover). I'll let someone else do the math to see if the AC 19 wizard expects to die in one round from this, but I suspect it'll be a near thing at best (the barbarian might get lucky with a crit, I concede).
Round 2, 2nd fireball puts the barbarian down. Round three, a level 2 magic missile will take out the rogue, assuming the rogue doesn't just run away.
Again, we can hem and haw about particulars, but half the party getting oneshotted in the first round isn't my opinion of "easy".
In my actual play experience, a Great Weapon Master Barbarian should one-shot that mage, and a Sharpshooter Rogue should one-shot that same mage within low single digits, and we're not even getting into grittier details.
As long as we are allowed at least one healing potion, (as readily available in PHB equipment list, and supposedly in major cities,) and as expected among a party of four 4th lvls, that mage is toast.
But hey, we all have our different experiences. :)
Quote from: Doom;834869Absolutely, worst case scenario, mage doesn't go to a corner, cherry-picked classes (we all know Moon Druid is screwy, right?), everyone makes the save, give everyone an extra level, and damage roll is low, and it's a cakewalk.
Nice try. But you still fail miserably. That was just the group we happen to be playing. One melee centric Warlock, One melee centric Circle of Moon Druid, and one archery centric Battle Master Figher.
Even with all melee centric Fighters it would have gone about the same or more likely worse as a group of fighters an potentially dole out much more damage than Kefra and myself could.
You also fail in your blind urge to harp and bitch about the wizard to note where I point out that the mage in the example combat was still a formidible opponent. But he is not invincible and if he doesnt have initiative then things may go very very badly for him even with your much vaunted two fireballs and more more more spells which he cant even cast while dropping those fireballs. Yeah right. Next one please.
Back on topic, like that will last.
How is anyone who has played with the official modules found them?
I have been DMing the much derided Tyrrany of Dragons and actually enjoyed it quite a bit. At first it seemed a little odd. But once I had a good handle on the cult, things started to click and it really rolled along well.
Quote from: Omega;834700. We all make our saves again. .
You've completely failed at this point, sorry. Making eight roughly 50% saves in a row is something of a factor, honest.
Anyway, yeah, I've been playing the Tiamat campaign, we're just past the tomb of the Oracle/Yuan Ti. It's pretty playable stuff, though there have been plenty of PKs (at least a dozen; for some reason, in my campaign, players sometimes fail saving throws against damage spells. Ymmv, I concede).
Quote from: Opaopajr;834899In my actual play experience, a Great Weapon Master Barbarian should one-shot that mage, and a Sharpshooter Rogue should one-shot that same mage within low single digits, and we're not even getting into grittier details.
As long as we are allowed at least one healing potion, (as readily available in PHB equipment list, and supposedly in major cities,) and as expected among a party of four 4th lvls, that mage is toast.
:)
I totally grant the odds are the mage dies, but I'm just not convinced this is an "easy" battle.
Help me out here, because I'm not the best at this.
Can you drink a healing potion as a bonus action? That would make a BIG difference, I admit, especially if you only get 1 action i this fight.
Now comes the part I really need help with:
So, let's see, AC 19 mage.
A level 4 barbarian has a +2 proficiency bonus, a strength of 20, so +7 to hit. A greatsword does 2d6, +5 for strength (of 20), +2 rage damage.
So, a hit averages 14 points of damage, and he'll hit 45% of the time. Assuming he's a 2 attack barbarian (not all are), that's 12.6 damage on average. That seems way below "should one shot", assuming by "one shot" you mean "two attacks".
I'm sure I missed something there. Help me out?
Now, let's take a look at the sharpshooter rogue.
Again, a Dex of 18 and +2 proficiency gives + 6 to hit; if he takes Sharpshooter, he might not have a Dex of 20, after all.
Straight up, you can attack at 40% chance to hit, a longbow is d8, + 4 for Dex, + 2d6 for sneak attack...that's an expected 6.2 damage.
I guess you can use the "-5 to hit, +10 to damage" way. Now you've got a 15% chance to hit.....that's 3.825 expected damage.
I grant that I'm not taking critical hits into account here, but it sure looks like both put together, optimized for damage, can't expect to kill the mage. I grant it could totally happen, but not a sure thing in my book.
Quote from: Doom;834869So, just for fun, let's assume the barbarian rages, and has the movement to go to the mage in the corner; the rogue can just barely get a shot off and move to where a fireball won't get him and the barbarian at the same time (I'm assuming neither is a dwarf/halfling/slow mover). I'll let someone else do the math to see if the AC 19 wizard expects to die in one round from this, but I suspect it'll be a near thing at best (the barbarian might get lucky with a crit, I concede).
I already went through it in detail with a fighter instead of a barbarian, but okay. The outcome is almost certainly the same (M runs or dies), but it goes a little differently.
M's first problem is that the barbarian with 16 Con has 45 hit points. So he's down to 31 after the first
fireball. He's bear totem (of course) and rages, so that means he'll have advantage on the next Dexterity save (Danger Sense) and he'll take half damage from the second
fireball (in the unlikely event there is one). So he moves up and makes a reckless attack at +6 with advantage, giving him a 64% chance to hit AC 19. He deals 13 damage on a hit, leaving the mage with 10.
The rogue uses Cunning Action to take a bonus action Dash to get into melee no matter where M hides. He attacks at +6 and has a 64% chance to hit with at least one attack (plus sneak attack). If he does, M is dead.
Still, this is going better for M: There's a 59% chance that at least one of the barbarian or rogue will miss! Let's say the rogue misses with both his attacks, so M finishes the round with 10 hit points in melee with the barbarian and rogue.
Now he casts his other
fireball! Problem is, the barbarian still has 31 hit points, advantage on the save, and takes half damage from it. If he fails the save, he's still got 14 hit points. That means he has another 64% chance to hit M, and if he does M is dead. We'll assume the rogue is down at this point, even if he makes his save.
If the barbarian misses, what does M do? Did you say he tosses a
magic missile? Let's make it 2nd level: That does 7 points of damage (bear totem again...). So the barbarian gets
another 64% chance to drop the mage.
Conclusion: Since there is only a 13% chance that the barbarian misses both his second and third attack, M has an 87% chance of dying by Round 2...if things have otherwise gone well for him.
ETA: I didn't give either the barbarian or rogue any feats; they each have 18 in their primary ability score.
Quote from: Greg Benage;834946If the barbarian misses, what does M do? Did you say he tosses a magic missile? Let's make it 2nd level: That does 7 points of damage (bear totem again...). So the barbarian gets another 64% chance to drop the mage.
e.
Oh, absolutely classes that are damage resistant will be resistant to damage. And, it's clear I missed "reckless attack" which indeed does give a decent chance of the mage dying in one round in this white room example, at least for a frenzy barbarian.
You've got the rules wrong here a bit though: only the first attack is reckless (p49, phb), and you don't get two attacks a round as a bear totem barbarian in any event. I'm not even seeing Action Surge on the rogue, so he only gets one attack (making your "at least one attack" line confusing) and sneak attack damage also only applies once a round (p96). So the mage isn't going down on one round of survivor attacks...that second fireball is going off.
Question: how does the bear totem keep the two downed party members alive? I still feel 2 characters dead by round 1.5 if anything at all goes wrong is a bit much for an "easy" encounter, but I concede this is just my opinion.
I again maintain: are you ABSOLUTELY POSITIVE the level 5 wizard represents just as minimal risk to the party as a minotaur? Both are CR 3, but one doesn't rely on particular race/class/type combos in any way to avoid multiple deaths, and one takes very little (5' hallway, the ability to kite the party, minor hazards in the way) to put some real harm on the party.
You're not defining why M, the mage, has AC 19. Besides Shield, which is +5 AC, how is M getting AC 14? Because the second you say Mage Armor, then we open the can of worms of "spells before battle." And if you give me those two casters, Cleric and Wizard, and allow spells before battle, you know that's game, set, and match.
And then we'll spill into "gear/feats/race before battle," and so on. You say fireball, I say Tiefling, or Diviner Wizard, or XYZ, et cetera. It's just not a fruitful path.
Look, I know where you are coming from about spellcasters. I agreed with you on the points about hard to counter their first turn, especially once they get the initiative drop on you. But now we're approaching White Room Arena wankery. That's why I said to Shipwreck's introduction of the example there's too many variables to say.
(And yes, the feats would be using their -5 for +10 dmg, which given that every point buy starts at +5 atk (2 for PB and 3 for prime atk stat) isn't that big of a deal. If you learn your conditions well, it's not hard to set up combos, for Adv and the like. Lv 5 M, by AL, would have 6 HP starting, 4 HP (half HD+1) x4 for the next three levels, and whatever CON bonus (or feat).
That's 22 HP plus char build. And there's a whole lot of char build. Do we really want to go there? My signature pleads for us to 'just say no'.)
The CR ratings are rather screwy, granted. That said I can see where they are coming from about the minotaur. Whereas a Lv 5 mage spreads out a lot of damage if it gets the drop on the party, the minotaur has a higher chance of outright killing at least one character due to high HP for survival, solid to excellent saves on the prime three (DEX, CON, & WIS), and high damage output.
The pushback 10' and knocked prone on a Charge of at least 10' is there to pick off stragglers. Prone takes either 1/2 move to just stand up, or you crawl at 1/2, all your attacks are at Disadv, and any attack w/in 5' against you are at Adv. Being Charge+Gore locked for 22 HP (13+9) can take downed Tier 1 characters into Insta-kill range.
(Also god help you if you have a GM who plays it Wise. That Labyrinthine Recall is terrifying with its Darkvision, Spd 40', Passive Perception 17, and Perception +7. If it ran away to hunt down the party another time... {Shudder})
They operate as very different challenges, and both tend to shine with setting context on their side. A proper labyrinth, or a GM who played up the minotaur's wisdom, could make for a terrifying opponent. But then the same can be said about a mage, even an enchanter or illusionist.
Minotaur
Large monstrosity, chaotic evil
Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.
STR 18 (+4); DEX 11 (+0); CON 16 (+3); INT 6 (−2); WIS 16 (+3); CHA 9 (−1)
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
(DM/MM Basic .pdf, November 2014. p. 36.)
Quote from: Opaopajr;834973That's why I said to Shipwreck's introduction of the example there's too many variables to say.
It's... it's Shipyard... :(
(Heh, just kidding, I got this name from an online random word generator :p)
After playing for a bit, I agree that CR has only been useful as a very loose guideline (CR# = moderately challenging fight against party of four PCs of average level equal to the CR#).
Some monsters have proven to be devastating when they surprise the heroes, but once a regular fight breaks out (and teamwork ensues) they're done for.
I can see why fans of 4e are frustrated with this edition.
Quote from: Shipyard Locked;834996It's... it's Shipyard... :(
(Heh, just kidding, I got this name from an online random word generator :p)
Oh my goodness! I'm sorry! Heh, oops! :eek: :o
Quote from: Opaopajr;834973You're not defining why M, the mage, has AC 19. Besides Shield, which is +5 AC, how is M getting AC 14? Because the second you say Mage Armor, then we open the can of worms of "spells before battle." And if you give me those two casters, Cleric and Wizard, and allow spells before battle, you know that's game, set, and match.
Wow, we're really going there? 8 hour duration, ridiculously good effect completely negating the whole "mages don't wear armor" weakness, when you have tons of spells. These protestations are getting pretty shrill.
Tell you what if a poster in good faith says "yeah, my level 3+ wizard never casts mage armor, he just can't spare the spell slot" I'll buy this as at least remotely possible.
QuoteAnd then we'll spill into "gear/feats/race before battle," and so on. You say fireball, I say Tiefling, or Diviner Wizard, or XYZ, et cetera. It's just not a fruitful path.
Oh, absolutely you can cherry pick things that will work perfectly in this white room example. An entire party of Bear totem barbarians will roll this encounter, and most other encounters (being resistant to damage is pretty strong...although I imagine my saying this will cause the peanut gallery to crap themselves with rage with some white room encounter filled with psychic damage monsters). Even better would be an entire party of Moon Druids. I really feel this points out classes that are broken in some sense more than that the spellcasters are so feebly weak.
QuoteLook, I know where you are coming from about spellcasters. I agreed with you on the points about hard to counter their first turn, especially once they get the initiative drop on you. But now we're approaching White Room Arena wankery.
Absolutely, the wankery of some folks here is ridiculous. I'm using parties with characters that have hit points, in dungeons with walls and corridors. Then comes the wankery of making 8 saving throws in a row...
Quote(And yes, the feats would be using their -5 for +10 dmg,
Actually, I used math to show that's not going to be useful here; I know, it's wankery to use logic here.
Quoteto 'just say no'.)
Agreed. Mathematics shows that it's quite possible to lose two characters by the second round, although it's quite possible the survivors could get lucky and score double crits for max damage, I totally concede.
But having sprained my eyeballs rolling them at now putting the minotaur up as a pinnacle of character-slaughtering power in general. I mean, that's some severe intellectual dishonestly to argue 22 points of damage on a single character is going to kill him, after pages of denial that 28 points of damage on every character won't kill anyone.
I'm totally ready to let this rest on mathematics.
Quote from: Doom;835022Tell you what if a poster in good faith says "yeah, my level 3+ wizard never casts mage armor, he just can't spare the spell slot" I'll buy this as at least remotely possible.
The Sorcerer in my group doesn't have the Mage Armor spell. He runs around with an AC of 11.
Quote from: Doom;835022Agreed. Mathematics shows that it's quite possible to lose two characters by the second round, although it's quite possible the survivors could get lucky and score double crits for max damage, I totally concede.
I find that white room example to be really silly.
One of the great benefit of a mage is range, why in the hell would he be in such an inclosed space for?
Quote from: Doom;835022Absolutely, the wankery of some folks here is ridiculous. I'm using parties with characters that have hit points, in dungeons with walls and corridors.
Jeez, maybe we should all cool it here. :eek:
I sent you some Warhammer Quest stuff basically free of charge didn't I Doom? I may have gotten a little testy, and for that I apologize, but it may be going a bit far to call me a wanker.
Quote from: Sommerjon;835028One of the great benefit of a mage is range, why in the hell would he be in such an inclosed space for?
When he's caught unawares in his throne room/arcane lab/ torture chamber/etc. Pretty typical D&D scenario.
Quote from: Shipyard Locked;835030When he's caught unawares in his throne room/arcane lab/ torture chamber/etc. Pretty typical D&D scenario.
Why would he be caught unawares in his throne room/arcane lab/ torture chamber/etc.? Was he blasting some heavy metal music?
Quote from: Sommerjon;835034Why would he be caught unawares in his throne room/arcane lab/ torture chamber/etc.? Was he blasting some heavy metal music?
You run the kind of campaign where top assassins attack the PCs in their sleep, every orc in the warrens converges on the party at the first logical sign of trouble, and there are no silly secret entrances to the Fortress of Blood, don't you? ;)
There's absolutely nothing wrong with that, but in such a rigorously realistic simulation setup CR isn't really important, is it?
Often, in a game, the mage is caught in a non-PC-deathtrap room because it's a useful trope to many.
Quote from: Shipyard Locked;835041You run the kind of campaign where top assassins attack the PCs in their sleep, every orc in the warrens converges on the party at the first logical sign of trouble, and there are no silly secret entrances to the Fortress of Blood, don't you? ;)
There's absolutely nothing wrong with that, but in such a rigorously realistic simulation setup CR isn't really important, is it?
Often, in a game, the mage is caught in a non-PC-deathtrap room because it's a useful trope to many.
Isn't that why players always do watches for?
Why wouldn't orcs or any other creature converge on something invading their territory?
A secret entrance is only secret if one maybe two know about it?
According to the Wizards forum, GM has final rule but players can ask all the time, no limit on what is advantage/disadvantage. Hence why I don't like the mechanic.
http://community.wizards.com/forum/rules-questions/threads/4106756?page=126
Quote from: Sommerjon;835034Why would he be caught unawares in his throne room/arcane lab/ torture chamber/etc.? Was he blasting some heavy metal music?
You've never been caught unawares? Ever?
Villains are 'human' too. They make mistakes, get overconfident or are otherwise flawed. That's what makes them interesting, even if they're meant to die like dogs.
Quote from: Doom;834968You've got the rules wrong here a bit though: only the first attack is reckless (p49, phb), and you don't get two attacks a round as a bear totem barbarian in any event.
He doesn't take two attacks: he takes one attack with advantage. The percentages I list are for one of those two attack rolls to hit.
QuoteI'm not even seeing Action Surge on the rogue, so he only gets one attack (making your "at least one attack" line confusing) and sneak attack damage also only applies once a round (p96).
He's two-weapon fighting, of course. If he hits with one of the two attacks, he applies sneak attack. Even if he's "built for ranged combat," he's presumably not dumb enough to engage a wizard with no bodyguards in ranged combat. Any rogue can pull a couple daggers or shortswords and engage in melee, giving him two chances per round to apply sneak attack. He suffers no penalty for doing so: he doesn't need any special abilities or feats, and he makes both attacks with his full melee attack bonus.
ETA: Ah! he needs a bonus action to Dash, which means he wouldn't be able to take two attacks Round 1. So as long as M runs over into the northwest corner where the rogue has to Dash to reach him, the rogue can take only one attack (so 40% to hit). I'll give my barbarian Shield Master and drop his damage a couple so he can knock M down with a bonus action and give the rogue advantage (back to 64%). ;)
QuoteSo the mage isn't going down on one round of survivor attacks...that second fireball is going off.
No, as I said, even after beating all four characters on initiative, there's still a 41% chance he goes down in Round 1 if the survivors act as I described.
QuoteQuestion: how does the bear totem keep the two downed party members alive? I still feel 2 characters dead by round 1.5 if anything at all goes wrong is a bit much for an "easy" encounter, but I concede this is just my opinion.
The rules keep them alive. They go to 0 hp on Round 1, and it takes at least three rounds to die assuming they fail all their death saves. Once M is dead, he can stabilize one per round automatically with a healer's kit.
QuoteI again maintain: are you ABSOLUTELY POSITIVE the level 5 wizard represents just as minimal risk to the party as a minotaur? Both are CR 3, but one doesn't rely on particular race/class/type combos in any way to avoid multiple deaths, and one takes very little (5' hallway, the ability to kite the party, minor hazards in the way) to put some real harm on the party.
I think CR is at best a guideline. Like I said in my first response, big AoEs are swingy, and how difficult they are in play is often determined by initiative. In a real game situation, of course, M is going to beat two of the PCs, maybe, and lose to two (probably the same barbarian and rogue in your example). Then there's the same chance we've been discussing that he dies before he gets one spell off. In that case, the PCs have resolved the encounter at the cost of one rage, in terms of expendable resources.
Warding Bond (1 h, no conc) — often with simultaneous Bless (conc 1 minute) —alone destroys the Fireball example with its DEX saves and damage. Any party investigating a hostile area would have at least Warding Bond on, almost assuredly both if they are "accidentally running into" a mage. IME Bless sends the team into 10 rounds of hyper-aggro rush.
Saw Starter Set manor house mage and entourage collapse utterly in the face of a Bless blitz alone. Saw similar happen in Hoard of the Dragon Queen Warding +Bless blitz (& Spirit Guardians... {shudder}) with tier 2 PCs in the cultists' trophy/tapestry manor, and in the flying castle versus red wizards, etc. You can destroy disgusting amounts of things with normal pre-battle buffs.
Quote from: Doom;835022Absolutely, the wankery of some folks here is ridiculous. I'm using parties with characters that have hit points, in dungeons with walls and corridors. Then comes the wankery of making 8 saving throws in a row...[...]
Actually, I used math to show that's not going to be useful here; I know, it's wankery to use logic here. [...]
Agreed. Mathematics shows that it's quite possible to lose two characters by the second round, although it's quite possible the survivors could get lucky and score double crits for max damage, I totally concede.[...]
But having sprained my eyeballs rolling them at now putting the minotaur up as a pinnacle of character-slaughtering power in general. I mean, that's some severe intellectual dishonestly to argue 22 points of damage on a single character is going to kill him, after pages of denial that 28 points of damage on every character won't kill anyone.
I'm totally ready to let this rest on mathematics.
You used a Mage that has an
assumed +1 AC from DEX
and Mage Armor on,
and +X CON for unknown HP buff.
I already showed you the math of a standard PC 5th lvl mage's HP without char-build extras, 6 HP at 1st +4 HP (half hit die plus one) for the next 4 lvls= 6+16= 22 HP.
Point buy Barbarian caps at 16-17 STR, thus standard +5 atk and +3 dmg that almost everyone chooses. Add 2d6 great weapon average of 7. Add Great Weapon Master feat +10 dmg. Add Barbarian Rage dmg (STR melee only) that starts at +2 dmg from 1st lvl. 3+7+10+2= 22 HP.
22 HP - 22 HP. That's a one-shot average.
From average to average, that's the HP math. I don't need your 18-20 STR. I don't need your critical hit. What I don't get is your AC 14 base (for +5 Shield to get to AC 19), and greater than 22 HP numbers for that "standard mage." Where are you getting your attribute numbers? What sort of build is this? Is this a home game NPC build?
If you take the standard NPC Mage, as provided by DM/MM Basic .pdf, HotDQ .pdf, and MM, you get a mage who runs off of a d8. But you
round everything down, unless explicitly told otherwise.
So the average they are getting from a 9th lvl 9d8 mage is 9x4.5=40.5, round down to 40 HP. A 5th lvl of the same standard MM. build would be 5x4.5=22.5, round down to 22 HP.
Here's the DM/MM Basic .pdf on a standard 9th Mage, btw:
MageMedium humanoid (any race), any alignment
Armor Class
12 (
15 with mage armor),
Hit Points 40 (9d8), Speed 30 ft.
STR 9 (−1);
DEX 14 (+2);
CON 11 (+0); INT 17 (+3); WIS 12 (+1); CHA 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Senses passive Perception 10
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Languages any one language (usually Common)
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Mages spend their lives in the study and practice of magic.
(DM/MM Basic .pdf, November 2014. p. 55.) (Also referenced in print MM and HotDQ .pdf.)
I don't understand why your math is not working according to basic citation and core rules? What are you changing or missing?
Quote from: Omega;834923How is anyone who has played with the official modules found them?
I have been DMing the much derided Tyrrany of Dragons and actually enjoyed it quite a bit. At first it seemed a little odd. But once I had a good handle on the cult, things started to click and it really rolled along well.
I found Lost Mines of Phandelver to be a great into with examples of how to use skills and add to creatures (like the Ash Zombies) along with a decent amount of material for a starter kit. My group ended up completing all of the content although a lot of NPC and setting names were changed to fit my sandbox world instead of FR.
I picked up Princes of the Apocalypse and it looks to be similar, with lots of branches for how to complete the content and multiple side quests. I'm not planning on running through it as written, but I'll be snagging some pieces here and there while using the rest for inspiration.
Quote from: Opaopajr;835098Point buy Barbarian caps at 16-17 STR, thus standard +5 atk and +3 dmg that almost everyone chooses. Add 2d6 great weapon average of 7. Add Great Weapon Master feat +10 dmg. Add Barbarian Rage dmg (STR melee only) that starts at +2 dmg from 1st lvl. 3+7+10+2= 22 HP.
22 HP - 22 HP. That's a one-shot average.
Ah, there's your problem right there: you're assuming a 100% chance to hit. My experience with the game is most characters don't hit AC 19 with 100% probability.
QuoteI don't understand why your math is not working according to basic citation and core rules? What are you changing or missing?
It's a mathematical concept called "expected value". If you on average hit for 10 points of damage, and hit 50% of the time, then you expect to deal 5 damage a round. Granted, in a single round battle, expectation is pretty iffy, but when the chance to hit is 50% or so, it's good enough for a sketch (and if you're under 50%, like we are here because you're taking a -5 to hit, expectation is generous in a one round fight). I totally grant this particular barbarian could theoretically one shot the wizard, but he doesn't expect (there's that word again) to do so.
Yes, given the barbarian hits, he expects to kill the mage...but the example you cited gives only a 10% chance of doing so...that's somewhat less than reliable, in my opinion (and, apparently, only my opinion).
Quote from: Greg Benage;835089ETA: Ah! he needs a bonus action to Dash, which means he wouldn't be able to take two attacks Round 1. So as long as M runs over into the northwest corner where the rogue has to Dash to reach him, the rogue can take only one attack (so 40% to hit). I'll give my barbarian Shield Master and drop his damage a couple so he can knock M down with a bonus action and give the rogue advantage (back to 64%). ;)
If you shield bash the mage down (I'll certainly grant that), you reduced the expected damage of the barbarian, while increasing the expected damage of the rogue attack. Bit of a wash, I'm afraid, and considering the kind of damage a 2h barbarian can deal, you'll have to show me the math on how that actually improves your case.
QuoteNo, as I said, even after beating all four characters on initiative, there's still a 41% chance he goes down in Round 1 if the survivors act as I described.
And the DM doesn't catch you on bad rules, and you swap around tactics to optimize when errors are pointed out. ;)
QuoteThe rules keep them alive. They go to 0 hp on Round 1, and it takes at least three rounds to die assuming they fail all their death saves. Once M is dead, he can stabilize one per round automatically with a healer's kit.
Absolutely, but when you're at 0 hp, surviving an 8d6 fireball is rather iffy. You've conceded only a 41% chance of stopping that second fireball which has an excellent chance to kill the two downed players. That's less than reliable for an "easy" encounter.
Quote. In that case, the PCs have resolved the encounter at the cost of one rage, in terms of expendable resources.
Absolutely, it's quite possible the mage will get double critted in the first round and not do a point of damage, I've never disputed this. But, it's also quite possible the mage will kill two players on the second round, and that's in a worst-case-for-the-mage white room scenario. In more credible scenarios where the mage doesn't put himself in a close quarters dead-end room, or has a few hazards, or can simply run and gun his spells, it's
nuts. And don't forget, sometimes characters take damage in other parts of the dungeon, making them that much more susceptible to that first fireball (although, as you've shown, it's the second that's the real problem)...in real scenarios, this is a dangerous encounter.
Totem barbarian (and Moon Druid) are both pretty funny in this scenario. They can literally not attack (if enraged/in animal form, and assume the enraged attack is something minor to demonstrate the point), and the mage can empty out his damage-dealing spells, all of them, and still have a chance of surviving (yes, I know the mage would switch to Phantasmal Force or something against high hp characters, but keeping it simple highlights the problem). I find this more an indication of a problem with these classes/archetypes, that they can be "AFK" while the rest of the party is literally going down in flames.
It was kind of funny, in the Tiamat campaign, the moon druid character (the only one not to die in the first half dozen adventures) was surrounded by bullywugs for several rounds. I finally just had them collapse, their hearts exploded from exhaustion, because while they could hit repeatedly, there was just no way to get through all the hit points/bonus healing.
Quote from: Opaopajr;835090Warding Bond (1 h, no conc) — often with simultaneous Bless (conc 1 minute) —alone destroys the Fireball example with its DEX saves and damage.
It certainly does, but only if the cleric is immune to fire damage. Otherwise, the cleric could well die (and likely goes to 0) in the first round, as he takes fireball damage, AND takes half fireball damage on top of that. Ouch! Bless is pretty good, but I'm not convinced you're going to cast a 1 minute duration spell "just in case" something happens in the next minute...and I'm also not convinced the cleric is likely to make what could be a DC 27 concentration check...and if he goes to 0, it's a moot point.
QuoteAny party investigating a hostile area would have at least Warding Bond on,
Neat, never had a character cast that...probably because of the old "crap, the cleric can die from this" drawback.
Again, you may as well just assume an entire party of Moon Druids...Teifling Moon Duids.
Quote from: Christopher Brady;835070You've never been caught unawares? Ever?
Villains are 'human' too. They make mistakes, get overconfident or are otherwise flawed. That's what makes them interesting, even if they're meant to die like dogs.
Sure people have scared me from jumping out of a hiding place, but in tense situations like combat, no I have never been caught unawares.
Sure if the PCs are able to slink all the way through the wizards castle/tower/prison/etc. to finally find him in the throne room/arcane lab/torture chamber/etc. yeah he would be unawares, but if the PCs are fighting their way through to the throne room/arcane lab/torture chamber/etc. and still catch the wizard unawares = dumb.
I play the opposition as 'human' as I can.
Quote from: Shipyard Locked;835030Jeez, maybe we should all cool it here. :eek:
I sent you some Warhammer Quest stuff basically free of charge didn't I Doom? I may have gotten a little testy, and for that I apologize, but it may be going a bit far to call me a wanker.
My apologies, I thought it was someone else who said the fight was easy because when they tried it the characters made 8 consecutive saving throws. I'm not the one who initially used the word "wankery", for what it's worth.
QuoteWhen he's caught unawares in his throne room/arcane lab/ torture chamber/etc. Pretty typical D&D scenario.
Oh yeah, the white room isn't too far from the mark (under the assumption of a single level 5 mage)--although many villains give themselves some sort of escape hatch. I really don't see the point of this, all the examples have shown quite clearly that even in the worst case scenario, simply winning initiative has a very reasonable chance of killing multiple characters, because of the objective issues I've raised.
Quote from: Doom;835121And the DM doesn't catch you on bad rules, and you swap around tactics to optimize when errors are pointed out. ;)
At least I caught and corrected my own error. You seem incapable of conceding yours, even when others point them out for you.
QuoteAbsolutely, it's quite possible the mage will get double critted in the first round and not do a point of damage, I've never disputed this.
To restate: It's not "quite possible" but highly probable that at least two PCs will beat M on initiative. In that event, there's a decent chance they take him down before he gets off a spell.
QuoteBut, it's also quite possible the mage will kill two players on the second round, and that's in a worst-case-for-the-mage white room scenario.
LOL. It seemed to me the
fireball trap that the PCs can't prepare for and that automatically springs on them before even one of them can act was pretty bad for them! I didn't realize it was a "worst-case-for-the-mage scenario."
Quote...in real scenarios, this is a dangerous encounter.
Well, hey! Back in post #47, you said it was a fact this was a "near-certain TPK." Now it's "dangerous." I guess it would have been a different thread if you'd managed to restrain the hyperbole.
Quote from: Greg Benage;835132Well, hey! Back in post #47, you said it was a fact this was a "near-certain TPK." Now it's "dangerous." I guess it would have been a different thread if you'd managed to restrain the hyperbole.
I cede the point: it's not a near certain TPK in this white room scenario. I acknowledge that in the worst case scenario for the wizard as given here, you'll probably lose two characters, and you've demonstrated that quite nicely, thank you.
I totally acknowledge "near certain TPK" is always hyperbole in a DnD5e fight. It's always possible to just run away, and essentially no way monsters can reliably get all characters. So, yeah, I kinda thought it was obviously hyperbole, like when some guy says "it's raining cats and dogs", you don't really expect to see domesticated animals falling from the sky.
So, yeah, sure it was hyperbole, like most of your post..and yet I won't spend pages jumping down your throat about each exaggeration. Now can you folks calm down a little? Geez....
While some will argue that a dozen pages of trying to figure out a technique to stop a 20-40% chance of multiple character deaths in an "easy" encounter even in a white room deathtrap for the evil wizard doesn't demonstrate the encounter to be pretty hard, I'll happily concede that's a matter of opinion.
Edit: crap, I used hyperbole again, by using the word "always" in reference to being able to run away. Please don't hurt me, guys...
Quote from: Doom;835125Oh yeah, the white room isn't too far from the mark (under the assumption of a single level 5 mage)--although many villains give themselves some sort of escape hatch. I really don't see the point of this, all the examples have shown quite clearly that even in the worst case scenario, simply winning initiative has a very reasonable chance of killing multiple characters, because of the objective issues I've raised.
If any PC dies to that white room scenario, they deserve it.
Quote from: Greg Benage;835132At least I caught and corrected my own error. You seem incapable of conceding yours, even when others point them out for you.
To restate: It's not "quite possible" but highly probable that at least two PCs will beat M on initiative. In that event, there's a decent chance they take him down before he gets off a spell.
LOL. It seemed to me the fireball trap that the PCs can't prepare for and that automatically springs on them before even one of them can act was pretty bad for them! I didn't realize it was a "worst-case-for-the-mage scenario."
Well, hey! Back in post #47, you said it was a fact this was a "near-certain TPK." Now it's "dangerous." I guess it would have been a different thread if you'd managed to restrain the hyperbole.
One has to wonder at what point did the Doom compulsion to "double down" kick in. Was it before the "goalpost relocation attempts" or after the "I'm rubber, you're glue" phase? In the face of so many folks honestly trying to engage, folks who have demonstrated that they are not above calling out corrections to their own contributions, folks willing to put a concrete face/map/flow to the situation to explore the ideas, he just seems so logically hidebound to never concede anything that wasn't done in a non-backhanded way.
Which is why whatever good points he might have had along the way, it's all completely torpedoed by his hyperbole and sarcasm. Maybe it's a lack of self awareness on his part, or just a character flaw (we all have them). Who can say.
To Opa, Greg, Shipyard, Sommerjon and others, good contributions. It didn't matter if there were quibbles with any of them because they honest efforts and made intuitive sense that matched our own actual play experience.
Yes, absolutely, these guys all made good contributions to my point...after 15 pages of attempts, there still isn't any decent way to stop that second fireball from going off, which, hey, is my original point:
1) lots more spells available between long rests than before
2) no decent way (except for "counterspell") to stop spellcasting
3) too much damage
4) multiple spells a round
Together these make spellcasters much stronger than they need to be, and I appreciate your help in reinforcing that point, although your namecalling isn't appreciated.
Do characters deserve to die simply by rolling low on initiative, or by not simply rolling up a moon druid or bear totem barbarian? That's a matter of opinion, but I concede opinions can vary on this sort of thing. Note how I've never doubled down, and I concede as I've done many times in the thread (unlike the guy not arguing in good faith and constantly lobbing insults, which is certain to continue), and note that I didn't propose the white room scenario, that was someone else shifting the goalposts, which, since I am discussing in good faith, I addressed as well to further illustrate the point.
Now, I'll try once again to pull back to the point of the thread: still playing 5e, and while there are some objective issues in spellcasting that are starting to cause problems, there's plenty of fun to be had here.
Quote from: Doom;835182... although your namecalling isn't appreciated.
That's pretty rich from the guy who brought "idiocy" into what had been a civil disagreement to that point. The golden rule is something toddlers struggle with, and clearly not everyone figures it out even in adulthood.
Quote from: Doom;835182Yes, absolutely, these guys all made good contributions to my point...after 15 pages of attempts, there still isn't any decent way to stop that second fireball from going off, which, hey, is my original point.
I believe we actually demonstrated pretty well that your point was overstated and it
isn't necessary to have a clear cut "universal spellcasting cock-block maneuver" (players love being on the receiving end of those :rolleyes:) for this scenario to be "fair enough" by 5e's rough* standards.
* In all senses of the word.
Quote from: Doom;835182and note that I didn't propose the white room scenario, that was someone else shifting the goalposts, which, since I am discussing in good faith, I addressed as well to further illustrate the point.
I wasn't shifting the goal posts, I clearly said when I posted the white room that there was a fair chance I'd be proven wrong through it. Also, as I said above, since I don't think the designated "universal spellcasting cock-block maneuver" is necessary given the current evidence, I wasn't aiming for that set of goal posts to begin with.
Quote from: Doom;835182Now, I'll try once again to pull back to the point of the thread: still playing 5e, and while there are some objective issues in spellcasting that are starting to cause problems, there's plenty of fun to be had here.
I'm sorry things got out of hand.
Quote from: Doom;835182Now, I'll try once again to pull back to the point of the thread: still playing 5e, and while there are some objective issues in spellcasting that are starting to cause problems, there's plenty of fun to be had here.
I'm with Doom. Magic is getting a little out of hand, but it's not enough to stop me from enjoying my time with 5e.
Quote from: Shipyard Locked;835262I believe we actually demonstrated pretty well that your point was overstated and it isn't necessary to have a clear cut "universal spellcasting cock-block maneuver" (players love being on the receiving end of those :rolleyes:) for this scenario to be "fair enough" by 5e's rough* standards.
Yes, I admitted that "almost certain TPK" in a system where running away is easy is overstated. Mea culpa, mea culpa, mea culpa.
I don't think anyone used the "universal cockblock" phrase, although it's worth pointing out it already exists once you hit 5th level ("Counterspell", which has been pretty well agreed as a must-have for players, much like Shield and Misty Step are pretty much in every wizard spellbook--this is a strong hint something is wrong in the design). It was one of the things you saw in Pathfinder; the Rise of the Runelords has like 30 enemy wizards (in this case, I mean "spellcasters") across dozens of encounters. Every single wizard has the same suite of spells, like Dimension Door, Mage Armor, and I can't remember the others, along with a few other spells...but always those same spells. It's a hint there's something overstrong there, honest.
You're correct that players don't like being on the business end of such stuff, but Counterspell is all 5e has to offer, made all the more obnoxious because the non-spellcasting classes get bupkis.
I'm with you, I don't like universal cockblocks, but Counterspell is the only thing PC spellcasters have to concern themselves with (in specific reference to preventing spellcasting as spells are in the process of being cast, I add to prevent excessive confusion).
I've been tempted to try a home game with this house rule I just came up.
What if we remove Counterspell, but any wizard/caster can burn a spell to Counter any incoming one as a Reaction at a percentage chance.
So an incoming 3rd level one, for example, could be countered with any 3rd, but at say... a 95% success chance, so anything but a 1 on a D20. You throw a Level 2 spell at a level 3, your success chance drops to 90% (failure on a 1-2), so on and so forth.
However, on the flip side, if you want to burn a higher level spell than the one incoming, then you get a 100% success rate.
Yes, it's an extra die roll, but it feels to like in the spirit of D&D magic, which is resource management.
Quote from: Doom;8351822) no decent way (except for "counterspell") to stop spellcasting
The mage slayer feat deals with this just fine. And it's a good feat in general, and works well with your general grappler builds, which also work well and are fun and flavorful and not boring (I particularly like tavern brawler). Grappling with the silence spell also works great (and is easy to accomplish even at low levels).
Here is -ktkenshinx-'s Mage Slayer build from his excellent Grappler's Guide. (http://community.wizards.com/comment/51293186#comment-51293186) You don't need most of this, but it's a fun character to play.
Spoiler
The Mage Slayer (Bard/Fighter/Rogue)
Some players just hate Wizards. You don't know what it is about Wizards that you hate, but boy do you hate them. Probably those pointy hats or their scrawny arms. Whatever the reason, when it comes to massacring mages at all levels of the game, accept nothing less than the Mage Slayer grappler. This is an extremely narrow build that, although useful against a variety of enemy types and classes, is at its best against those pesky magic users. There are tons of ways to build an antimage grappler (Wizard with Antimagic Field is another route), but this build will be the most relevant at all levels of the game, and is most likely to give your DMs magic practitioners a serious head/neck/throat ache.
The build functions around the almighty Silence spell, a no-save-allowed way to stop most magic cold. Your main class is College of Lore Bard, which gets you access to an arsenal of mage-murdering spells and gives you the highest possible single grapple checks of any class. It is critical to have high single grapple checks as a Mage Slayer because that initial grapple in the area of Silence is the most important. Once they are stuck there, they just can't do anything. Setting up that Silence will require a few different combinations of features, actions, and spells. As wizards scale up their power, your combos will scale with them. But because each engagement is so resource intensive, the build is heavily dependent on rests in between engagements, That play style might not suit everyone, but for those who want to give mages (and your DM) nightmares, this is the build for you.
As a final note, I emphasize this again: the build really is a single target, mage killing optimization. It's narrow, it's a nightmare for wizards, and it's a bit...strange, as far as grapplers go...
Starting Race: Human
Although you can go Mountain Dwarf in this build, Human is a better option because of how feat intensive the build is, especially at early levels.
Ability Scores: Here's your 27 point buy array assuming shameless optimization choices.
Str: 15 (Human +1 - Show those wimpy Wizards how it's done)
Dex 13 (Required for the Rogue multiclass)
Con 10 (This is a single-target, glass-cannon build. We can't afford to max out HP at the expense of other stas)
Int 8 (Int saves just aren't all that common, and those you do have to worry about shouldn't even work in an area of Silence)
Wis 10 (Never dump this; Wisdom saves tend to govern fear, and you do not want to be frightened as a grappler)
Cha 15 (Human +1 - More Charisma means more Cutting Words attempts)
Fighter 1
Human level 1 feat: Tavern Brawler
As with many grappling builds, start in Fighter to get the Heavy Armor Proficiency without spending a Feat. We get Warcaster both to concentrate on our spells in the fight, and to cast spells while wielding. We are also going to get the Dueling fighting style, and Tavern Brawler so we can grapple after making an attack (we will need that attack eventually to cause damage to trigger Mage Slayer).
Fighter 1 / Bard 1
With Heavy Armor acquired, we go straight for our Bard features/spells at level 3.
Fighter 1 / Bard 2
Fighter 1 / Bard 3
Expertise? Check. Cutting Words? Check. Silence? Check. Enhance Ability? Check. You now have access to your most basic combo. Cast Enhance Ability on yourself before the fight. At the beginning of the fight, walk over to the target and grapple them with advantage. Next turn, cast Silence on the area. We will defnitely do better than that later, but it's only level 4.
Fighter 1 / Bard 4
Level 4 Feat: Mage Slayer
Here's our next piece of the combo. Starting at level 5, you will encounter more situations where enemies have preexisting concentration-based spells before you grapple them. Those often need to go away if you are to win the fight, and Mage Slayer is going to get that done.
Fighter 1 / Bard 4 / Rogue 1
To break concentration, we need big damage rolls on a single attack at the start of the fight. Rogue is going to get that done. Level 1 gets you Sneak Attack; you already have Expertise from Bard..
Fighter 1 / Bard 4 / Rogue 2
Cunning Action normally rocks at this level, but you generally won't use it because of Tavern Brawler. We are really going into Rogue to get the next class feature.
Fighter 1 / Bard 4 / Rogue 3
Assassinate plus Mage Slayer plus surprise equals impossible concentration saves. Now that we have finished out the Mage Slayer feature tree, we can change our combo to really ruin a mage's day. For your pre-fight buff, you have two options from the Bard 2 spell list. You can either stick with Enhance Ability and use Stealth to approach a target, or you can use Invisibility. Either way, you just want to make sure your target is surprised. Walk up to them and stab them with your improvised weapon short sword; it shouldn't take too much DM convincing to improvise a short sword. The attack will automatically score a critical hit for 6d6+5 damage (2d6 short sword, 4d6 sneak attack, 3 strength, 2 dueling). That assumes no magical buffs that add damage die, and you are already at an expected DC 13 Concentration save that they must make with disadvantage. Then grapple them and hold them in place until next turn when you can Silence.
Fighter 2 / Bard 4 / Rogue 3
Action Surge. What an imbalanced ability. Now you can do the same combo as above but ALSO cast Silence in the same turn you stab and grapple.
Fighter 3 / Bard 4 / Rogue 3
Getting to Fighter 3 gets you Battle Master, which will almost always be a Trip Attack applied to your opening stab. It's also an added 2d8 damage (1d8 doubled) on your automatic critical hit, which ups that Con save to DC 17 with disadvantage on the roll. Now your combo looks like this: Sneak up and stab to force a concentration save. As part of that sneak, apply a trip attack to get them prone. Then take a bonus action to grapple off Tavern Brawler. Now Action Surge, drop your improvised Short Sword, and cast Silence.
Fighter 4 / Bard 4 / Rogue 3
Level 4 Feat: Warcaster, Lucky, Magic Initiate
Bunch of different feat options here. Go Warcaster to guarantee that Silence doesn't get cracked. Go Lucky for an added guarantee on the initial grapple check. Or go Magic Initiate to gain Find Familiar, which you can use to take the Help action on that initial grapple (freeing up your pre-battle spell for Invisibility).
Fighter 5 / Bard 4 / Rogue 3
Extra Attack is the next evolution of your mage-murdering combo. Now that you have two attacks, you can replace one with a shove attempt, and modify the opening stab with Menacing Attack instead of Trip Attack. Stalk up to your target and take the attack action. Apply Menacing Attack to the stab and force a DC 17 (average) save with dsiadvantage. If they fail the wisdom save on the Menacing Attack, now they have disadvantage for the rest of the turn. Use shove in place of your second extra attack, and grapple with Tavern Brawler as a bonus action. Drop the sword, action surge, cast Silence, and watch your DM and his wizard cry.
Fighter 5 / Bard 5 / Rogue 3
Fighter 5 / Bard 6 / Rogue 3
The big bonus here is Magical Secrets through College of Lore. And boy, there are a lot of options to pick from, so this is a great way to round out your skillset. Two standout options I want to discuss are Blinding Smite and Counterspell. Counterspell is a somatic-only spell that will work even with Silence, and it's the best way to guarantee that your caster is totally locked down. Blinding Smite is a Paladin spell that requires concentration (so no invisibility), but adds 3d8 damage to your attack roll and forces a save to avoid blindness. If you connect with Assassinate on that opening hit and auto crit, your save will be basically impossible to match: an AVERAGE save of DC 31 made with disadvantage. Even if you don't automatically crit, it's still a DC 17 average save with disadvantage. Those are just two options you can take at this level.
From Level 14 onward, I recommend that you continue progressing in Bard to get that level 10 Magical Secrets feature. Then you can paly with those last two levels wherever you want.
One key to this build is beating the scariest spell of them all: Freedom of Movement. It's actually not that hard, but it just requires a combo modification. You will still open with your massive damage spike, still grapple the target with Tavern Brawler, and still shove them with your attack. But instead of casting Silence, you will cast Dispel Magic and try to strip the buff away. The DC is 14, and your bonus will be 3 + 1/2 of your proficency bonus (thanks Jack of all Trades). If you have the presence of mind to Enhance Ability (Charisma) yourself beforehand, you will have advantage on that check. After you remove it, just have a Counterspell ready for the intervening turn to stop anything your opponent tries. Then just Silence at the beginning of your second round.
That description should give you some idea of how narrow this build is, but also how powerful it is at shutting down a single spellcasting target. Despite this narrowness, there are lots of ways to increase your flexibility; Bards have so many useful spells in that regard, and you definitely aren't a shabby grappler even your target isn't a Mage. Just figure out ways to adapt your combo and you will be ready for grappling anyone, whether scrawny-armed and pointed-hatted or not.
Quote from: Mistwell;835323The mage slayer feat deals with this just fine. And it's a good feat in general, and works well with your general grappler builds, which also work well and are fun and flavorful and not boring.
Assuming the DM allows feats, not all do. And if I remember correctly, are an optional choice for the game.
I'm not wild about making wizards even more counterspell-capable, the problem isn't, by a long shot, that wizards don't have enough magic powers.
Yeah, feats are optional...but I'm hard pressed to disallow them. If I saw everyone taking the same feat (like wizards with spells), I'd either toss feats, or just give the "everyone takes it" feats to everyone. Granted, it's a little problematic (only useful against spellcasters you're adjacent to when they're casting, unlike most feats, like shield bash, that work on nigh everything).
I concede any class could get it, and it's still more reasonable than just picking a broken class. What was that joke online, where if you wanted a special ability, you had to start at level one setting up your skills and ability scores, multiclass three different ways, and go through a special quest...or be a wizard and get it for free at level 3. This feats about the same thing...you pay a feat to do in a limited way what a wizard can do for free.
Still, this feat does put the odds under 50% of the wizard successfully casting spells when he's ridiculously vulnerable.
That's funny, all the experts here spending pages trying to come up with something so that a non-counterspell player can reliably save his friends when an evil wizard is casting a spell, and there's a frickin' feat right there...for some reason I thought mage slayer was from an older version of the game. Now the only question is do I give that feat to every humanoid monster, or just the ones that don't cast spells?
I definitely see the dragon cultists, their plans constantly foiled by a party of almost all spellcasters, training an elite force of anti-wizards with this feat. I can see it now, the spellcaster rushes up to the band of monsters, tries to cast Thunderwave and...ka-pow, half a dozen opportunity attacks. Yowza!
Edit: damn, I do use hyperbole alot. By "nigh everything" I really mean "seems like it works well on monsters in my own particular campaign", and nothing more than that. I've already just assumed most monsters (strong humanoids, anyway) have Athletics trained just so that sometimes a monster can stand after a bash.
Quote from: Doom;835331That's funny, all the experts here spending pages trying to come up with something so that a non-counterspell player can reliably save his friends when an evil wizard is casting a spell, and there's a frickin' feat right there...for some reason I thought mage slayer was from an older version of the game.
LOL. I mentioned it on Page 14. But you were so offended about people "cherry-picking" character abilities, I thought we'd game out the scenario without feats.
You're a piece of work.
Quote from: Doom;835118Ah, there's your problem right there: you're assuming a 100% chance to hit. My experience with the game is most characters don't hit AC 19 with 100% probability.
It's a mathematical concept called "expected value". If you on average hit for 10 points of damage, and hit 50% of the time, then you expect to deal 5 damage a round. Granted, in a single round battle, expectation is pretty iffy, but when the chance to hit is 50% or so, it's good enough for a sketch (and if you're under 50%, like we are here because you're taking a -5 to hit, expectation is generous in a one round fight). I totally grant this particular barbarian could theoretically one shot the wizard, but he doesn't expect (there's that word again) to do so.
Yes, given the barbarian hits, he expects to kill the mage...but the example you cited gives only a 10% chance of doing so...that's somewhat less than reliable, in my opinion (and, apparently, only my opinion).
No, there's plenty of ways to increase to-hit, along with elements which can screw with NPCs and PCs probabilities. I know all too well about that and know that goes down the rabbit hole. That's build and situational context, which is why I said from the beginning there's too many variables.
I am, and never was, under any confusion about that.
I was talking about a straight HP to damage value. One averaged hit from those PCs and its lights out. Mathematically that's true.
Which goes into how many potential factors can go to screwing up M NPC's fireball advantage. Which in turn also deals with why your earlier claim was called out for hyperbole. 5e can be very swingy, and one of the big things is how much stuff undoes other effects.
Yet (for all the 5e things that can mess with each other), as I have agreed with you in the beginning, spell casting interruption is mostly isolated into Counterspell. If you're old school, it can be a very annoying game change. However, the hyperbole on this topic hasn't really helped your argument.
Quote from: Doom;835123It certainly does, but only if the cleric is immune to fire damage. Otherwise, the cleric could well die (and likely goes to 0) in the first round, as he takes fireball damage, AND takes half fireball damage on top of that. Ouch! Bless is pretty good, but I'm not convinced you're going to cast a 1 minute duration spell "just in case" something happens in the next minute...and I'm also not convinced the cleric is likely to make what could be a DC 27 concentration check...and if he goes to 0, it's a moot point.
Neat, never had a character cast that...probably because of the old "crap, the cleric can die from this" drawback.
Again, you may as well just assume an entire party of Moon Druids...Teifling Moon Duids.
You should use it. Warding Bond is really strong, especially with clerics who know what they're doing. That drawback is not that big of an issue, especially depending on party composition, formation, and Life Domain clerics. Warding Bond + Bless help insure the party, as I myself have done, it frustrates spell nuking like you wouldn't believe. (Well, and I would habitually keep 45' distance because I was cautious. Shipyard's example has bad formation, IMHO. But I believe that was the point.)
One of my best recommendations is stack in on someone you need to keep alive and know will prioritize bringing back up the "undo button." In the Barbarian, Rogue, Cleric, Wizard example the best bet is Warding Bond the Rogue (possibly Thief) and Bless Barbarian, Rogue, Cleric. Rogue is best likely to get high Initiative, pass DEX save. and have Fast Hands to apply Use an Object healing potions as a bonus action. However the Barbarian is a fantastic 2nd choice, as they like DEX for AC to go with Unarmored Defense. You only need 1 HP to keep adventuring.
---------------
Which reminds me about why you seem confused about my comment about the Minotaur. Remember, Sleep is no longer a TPK spell, because there is no such thing as Coup de Grace anymore. It seems like you are forgetting about its high HP, Death Saves, and Conditions, as they change 5e from a lot of old D&D assumptions.
I've seen Death Saves roll 20 at the top of their turn, pop up the downed healer, and have the healer
*undo everything* (Life's first Channel Divinity is a bitch!). I had to learn that TPKs aren't TPKs until that last Death Throw. Lay on Hands, Healer feat, and healing spells really throw a monkey wrench into tactics because in this edition PCs routinely bounce back from almost death.
I assume WotC's CR thinking is about how frequent a Minotaur can Instant Death PCs, and thus cost the party Raise Dead. Magic Missile is useful to off an unstable, unconscious PC, but that's a slot and NPC Mages have very low HP to worry about that; they need to AoEs to remove threats now. And Fireball (28 avg failed, Unc has DEX at Disadv) has to be within 5’ to be critical, otherwise it's just another Death Save that may or may not cross Max HP threshold. That Minotaur can Gore charge, which breaks formation, and then move around likely without OAs due to its 10' push and knock prone. Its Gore on an unstable unconscious is a nasty 8d8+4 dmg (40 avg) which averages Instant Deaths just about every 4th lvl except d12 HDs with +2 CON. With 76 HP v. 22 HP, that's more turns to kill at least one PC dead.
Quote from: Mistwell;835323Here is -ktkenshinx-'s Mage Slayer build from his excellent Grappler's Guide. (http://community.wizards.com/comment/51293186#comment-51293186) You don't need most of this, but it's a fun character to play.
Spoiler
The Mage Slayer (Bard/Fighter/Rogue)
Some players just hate Wizards. You don't know what it is about Wizards that you hate, but boy do you hate them. Probably those pointy hats or their scrawny arms. Whatever the reason, when it comes to massacring mages at all levels of the game, accept nothing less than the Mage Slayer grappler. This is an extremely narrow build that, although useful against a variety of enemy types and classes, is at its best against those pesky magic users. There are tons of ways to build an antimage grappler (Wizard with Antimagic Field is another route), but this build will be the most relevant at all levels of the game, and is most likely to give your DMs magic practitioners a serious head/neck/throat ache.
The build functions around the almighty Silence spell, a no-save-allowed way to stop most magic cold. Your main class is College of Lore Bard, which gets you access to an arsenal of mage-murdering spells and gives you the highest possible single grapple checks of any class. It is critical to have high single grapple checks as a Mage Slayer because that initial grapple in the area of Silence is the most important. Once they are stuck there, they just can't do anything. Setting up that Silence will require a few different combinations of features, actions, and spells. As wizards scale up their power, your combos will scale with them. But because each engagement is so resource intensive, the build is heavily dependent on rests in between engagements, That play style might not suit everyone, but for those who want to give mages (and your DM) nightmares, this is the build for you.
As a final note, I emphasize this again: the build really is a single target, mage killing optimization. It's narrow, it's a nightmare for wizards, and it's a bit...strange, as far as grapplers go...
Starting Race: Human
Although you can go Mountain Dwarf in this build, Human is a better option because of how feat intensive the build is, especially at early levels.
Ability Scores: Here's your 27 point buy array assuming shameless optimization choices.
Str: 15 (Human +1 - Show those wimpy Wizards how it's done)
Dex 13 (Required for the Rogue multiclass)
Con 10 (This is a single-target, glass-cannon build. We can't afford to max out HP at the expense of other stas)
Int 8 (Int saves just aren't all that common, and those you do have to worry about shouldn't even work in an area of Silence)
Wis 10 (Never dump this; Wisdom saves tend to govern fear, and you do not want to be frightened as a grappler)
Cha 15 (Human +1 - More Charisma means more Cutting Words attempts)
Fighter 1
Human level 1 feat: Tavern Brawler
As with many grappling builds, start in Fighter to get the Heavy Armor Proficiency without spending a Feat. We get Warcaster both to concentrate on our spells in the fight, and to cast spells while wielding. We are also going to get the Dueling fighting style, and Tavern Brawler so we can grapple after making an attack (we will need that attack eventually to cause damage to trigger Mage Slayer).
Fighter 1 / Bard 1
With Heavy Armor acquired, we go straight for our Bard features/spells at level 3.
Fighter 1 / Bard 2
Fighter 1 / Bard 3
Expertise? Check. Cutting Words? Check. Silence? Check. Enhance Ability? Check. You now have access to your most basic combo. Cast Enhance Ability on yourself before the fight. At the beginning of the fight, walk over to the target and grapple them with advantage. Next turn, cast Silence on the area. We will defnitely do better than that later, but it's only level 4.
Fighter 1 / Bard 4
Level 4 Feat: Mage Slayer
Here's our next piece of the combo. Starting at level 5, you will encounter more situations where enemies have preexisting concentration-based spells before you grapple them. Those often need to go away if you are to win the fight, and Mage Slayer is going to get that done.
Fighter 1 / Bard 4 / Rogue 1
To break concentration, we need big damage rolls on a single attack at the start of the fight. Rogue is going to get that done. Level 1 gets you Sneak Attack; you already have Expertise from Bard..
Fighter 1 / Bard 4 / Rogue 2
Cunning Action normally rocks at this level, but you generally won't use it because of Tavern Brawler. We are really going into Rogue to get the next class feature.
Fighter 1 / Bard 4 / Rogue 3
Assassinate plus Mage Slayer plus surprise equals impossible concentration saves. Now that we have finished out the Mage Slayer feature tree, we can change our combo to really ruin a mage's day. For your pre-fight buff, you have two options from the Bard 2 spell list. You can either stick with Enhance Ability and use Stealth to approach a target, or you can use Invisibility. Either way, you just want to make sure your target is surprised. Walk up to them and stab them with your improvised weapon short sword; it shouldn't take too much DM convincing to improvise a short sword. The attack will automatically score a critical hit for 6d6+5 damage (2d6 short sword, 4d6 sneak attack, 3 strength, 2 dueling). That assumes no magical buffs that add damage die, and you are already at an expected DC 13 Concentration save that they must make with disadvantage. Then grapple them and hold them in place until next turn when you can Silence.
Fighter 2 / Bard 4 / Rogue 3
Action Surge. What an imbalanced ability. Now you can do the same combo as above but ALSO cast Silence in the same turn you stab and grapple.
Fighter 3 / Bard 4 / Rogue 3
Getting to Fighter 3 gets you Battle Master, which will almost always be a Trip Attack applied to your opening stab. It's also an added 2d8 damage (1d8 doubled) on your automatic critical hit, which ups that Con save to DC 17 with disadvantage on the roll. Now your combo looks like this: Sneak up and stab to force a concentration save. As part of that sneak, apply a trip attack to get them prone. Then take a bonus action to grapple off Tavern Brawler. Now Action Surge, drop your improvised Short Sword, and cast Silence.
Fighter 4 / Bard 4 / Rogue 3
Level 4 Feat: Warcaster, Lucky, Magic Initiate
Bunch of different feat options here. Go Warcaster to guarantee that Silence doesn't get cracked. Go Lucky for an added guarantee on the initial grapple check. Or go Magic Initiate to gain Find Familiar, which you can use to take the Help action on that initial grapple (freeing up your pre-battle spell for Invisibility).
Fighter 5 / Bard 4 / Rogue 3
Extra Attack is the next evolution of your mage-murdering combo. Now that you have two attacks, you can replace one with a shove attempt, and modify the opening stab with Menacing Attack instead of Trip Attack. Stalk up to your target and take the attack action. Apply Menacing Attack to the stab and force a DC 17 (average) save with dsiadvantage. If they fail the wisdom save on the Menacing Attack, now they have disadvantage for the rest of the turn. Use shove in place of your second extra attack, and grapple with Tavern Brawler as a bonus action. Drop the sword, action surge, cast Silence, and watch your DM and his wizard cry.
Fighter 5 / Bard 5 / Rogue 3
Fighter 5 / Bard 6 / Rogue 3
The big bonus here is Magical Secrets through College of Lore. And boy, there are a lot of options to pick from, so this is a great way to round out your skillset. Two standout options I want to discuss are Blinding Smite and Counterspell. Counterspell is a somatic-only spell that will work even with Silence, and it's the best way to guarantee that your caster is totally locked down. Blinding Smite is a Paladin spell that requires concentration (so no invisibility), but adds 3d8 damage to your attack roll and forces a save to avoid blindness. If you connect with Assassinate on that opening hit and auto crit, your save will be basically impossible to match: an AVERAGE save of DC 31 made with disadvantage. Even if you don't automatically crit, it's still a DC 17 average save with disadvantage. Those are just two options you can take at this level.
From Level 14 onward, I recommend that you continue progressing in Bard to get that level 10 Magical Secrets feature. Then you can paly with those last two levels wherever you want.
One key to this build is beating the scariest spell of them all: Freedom of Movement. It's actually not that hard, but it just requires a combo modification. You will still open with your massive damage spike, still grapple the target with Tavern Brawler, and still shove them with your attack. But instead of casting Silence, you will cast Dispel Magic and try to strip the buff away. The DC is 14, and your bonus will be 3 + 1/2 of your proficency bonus (thanks Jack of all Trades). If you have the presence of mind to Enhance Ability (Charisma) yourself beforehand, you will have advantage on that check. After you remove it, just have a Counterspell ready for the intervening turn to stop anything your opponent tries. Then just Silence at the beginning of your second round.
That description should give you some idea of how narrow this build is, but also how powerful it is at shutting down a single spellcasting target. Despite this narrowness, there are lots of ways to increase your flexibility; Bards have so many useful spells in that regard, and you definitely aren't a shabby grappler even your target isn't a Mage. Just figure out ways to adapt your combo and you will be ready for grappling anyone, whether scrawny-armed and pointed-hatted or not.
Oh my, that's a lot of effort. Or you could cast Silence on a copper, Sneak up and Sleight of Hand it onto their person. Drop it down their shirt, place it in their components pouch, tuck it in their belt or hat...
Who said Bards aren't fun! :D
Quote from: Opaopajr;835359Oh my, that's a lot of effort. Or you could cast Silence on a copper, Sneak up and Sleight of Hand it onto their person. Drop it down their shirt, place it in their components pouch, tuck it in their belt or hat...
Who said Bards aren't fun! :D
Silencing someone on the sly is rather difficult. The silence effect has a radius and when you approach someone with stealth and everything goes completely silent including any ambient noise, an individual with half a brain will be on high alert.
Being completely silent yourself while sneaking= good.
Trying to sneak within a large silence radius when you get close to someone = bad.
Quote from: Opaopajr;835359Oh my, that's a lot of effort. Or you could cast Silence on a copper, Sneak up and Sleight of Hand it onto their person. Drop it down their shirt, place it in their components pouch, tuck it in their belt or hat...
Who said Bards aren't fun! :D
Unfortunately for that tactic, in 5e Silence is only targetable on an area, not on objects.
Still, Silence and Grapple (or any other speed limiting trick) are quite effective. And even by itself Silence has proven to be valuable in herding casters (e.g. making them step into a self-immolating spot or out of line of sight or just a little closer than they'd like).
Quote from: Opaopajr;835359Oh my, that's a lot of effort. Or you could cast Silence on a copper, Sneak up and Sleight of Hand it onto their person. Drop it down their shirt, place it in their components pouch, tuck it in their belt or hat...
Who said Bards aren't fun! :D
There's also the issue that you can't cast silence on a copper piece anymore. And even if you use Silence/Grapple, we've got the "only a spellcaster can stop a spellcaster" problem. Of course you were told that before, and most of your other page of text has also been dissected and shown invalid before also. Seriously, ouch, it's not even worth responding to the other things you say, you're just so far removed.
Quote from: Greg Benage;835336LOL. I mentioned it on Page 14. But you were so offended about people "cherry-picking" character abilities, I thought we'd game out the scenario without feats.
You're a piece of work.
We've already established the issues at level 4 make enemy spellcasters way too deadly, as nobody(1) will take that feat at level 4 (I've think I've had like 30 level 4ish characters, and nobody's picked that, and do note that quite a few other feats came up and you didn't have a problem with those...).
Funny thing, I've gone back to page 14, and can't even see it, even though I do have a vague recollection of someone mentioning something about it, I just thought it was some optional rule because nobody's used it (it being way too situational for low level play). Sorry if I missed it, no need to be insulting. Again.
But at level 8, maybe, players will take this feat? I haven't seen it yet, mind you (only had eight level 8+ pcs so far), but it does mean that the problems at lower levels might not necessarily extend to higher levels to the point that it becomes "all spellcasters, all the time", which is something. Now, absolutely, I grant that as people become more familiar with 5e, mage slayer will become much more popular as a feat (although it'll often be easier to just be a mage).
(1) Note: this is hyperbole, I'm sure someone, somewhere, took this at level 4. Most players, however, will pick feats that help in as many situations as possible, as opposed to a feat that only works for melee AND only against a spellcaster actually casting a spell.
Quotein a world of carrot supremacy, no one ever has, or ever will, take the carrot slayer feat.
This is the sound I imagine the rabbit hole must make as it collapses on itself.
Quote from: Christopher Brady;835325Assuming the DM allows feats, not all do. And if I remember correctly, are an optional choice for the game.
The part you cut responds to what you just said though (so weird you cut it). Grapple + Silence spell works great as well.
Quote from: Shipyard Locked;835041Often, in a game, the mage is caught in a non-PC-deathtrap room because it's a useful trope to many.
Was in the middle of a ritual to summon a succubus: Boy is he mad you guys spoiled his fun. Remember to loot his spell book!
Working in his lab: Why the hell would he deathtrap his own lab? He probably wouldn't want any minions poking around in there either. Remember to loot the level 5 fireball scroll he was working on.
Having a nice quiet dinner: Being appropriately paranoid he wouldn't have anyone within a quarter mile when he eats. Remember to loot the Periapt of Proof against Poison off him.
Enjoying a soothing bubble bath: Because even stark naked any spellcaster is still armed and dangerous. Remember to loot the Decanter of Endless Water.
Just got done banging a succubus: See bubble bath above for details. Remember to loot the... er... nevermind.
You killed all his minions and defeated all his traps: He is cornered and this is it. Probably has nothing on him other than his spell focus. Jerk.
Quote from: Doom;835022Tell you what if a poster in good faith says "yeah, my level 3+ wizard never casts mage armor, he just can't spare the spell slot" I'll buy this as at least remotely possible.
Been there, aint cast that. Next.
Irrelevant to my current Warlock. But was the case for the wizard before that.
Quote from: Christopher Brady;835322I've been tempted to try a home game with this house rule I just came up.
What if we remove Counterspell, but any wizard/caster can burn a spell to Counter any incoming one as a Reaction at a percentage chance.
So an incoming 3rd level one, for example, could be countered with any 3rd, but at say... a 95% success chance, so anything but a 1 on a D20. You throw a Level 2 spell at a level 3, your success chance drops to 90% (failure on a 1-2), so on and so forth.
However, on the flip side, if you want to burn a higher level spell than the one incoming, then you get a 100% success rate.
Yes, it's an extra die roll, but it feels to like in the spirit of D&D magic, which is resource management.
On that note I wonder why Gust of Wind isnt a bonus spell? It would be the perfect counter to Stinking Cloud and Cloudkill attacks.
Quote from: Omega;835498Been there, aint cast that. Next.
Irrelevant to my current Warlock. But was the case for the wizard before that.
Fascinating, what on earth did you need the level 1 spell slots for?
Quote from: Doom;835501Fascinating, what on earth did you need the level 1 spell slots for?
Feather Fall. At low levels even a simple pit trap missed can be fatal. In 5e Feather Fall is a reaction spell.
The wizard and sorcerer in the group I am GMing for have not used Mage Armor either. The Sorcerer never picked it up. No idea why. And the Wizard has it. But reserves for Sleep spell.
Quote from: Omega;835497Was in the middle of a ritual to summon a succubus: Boy is he mad you guys spoiled his fun. Remember to loot his spell book!
People have invaded my tower, seems like a good time to start a ritual.
Quote from: Omega;835497Working in his lab: Why the hell would he deathtrap his own lab? He probably wouldn't want any minions poking around in there either. Remember to loot the level 5 fireball scroll he was working on.
No minions allowed! Not even if we are being attacked. I am working on my new biscuit recipe and shall not be disturbed!
Quote from: Omega;835497Having a nice quiet dinner: Being appropriately paranoid he wouldn't have anyone within a quarter mile when he eats. Remember to loot the Periapt of Proof against Poison off him.
What is those sounds I keep hearing? I am supposed to be having a nice quiet diner. Oh well it must be nothing.
Quote from: Omega;835497Enjoying a soothing bubble bath: Because even stark naked any spellcaster is still armed and dangerous. Remember to loot the Decanter of Endless Water.
Stay away minions! I am having bath time. You deal with the problems. Don't you dare get any blood or fluids on my shag carpets either, stupid minions.
Quote from: Omega;835497Just got done banging a succubus: See bubble bath above for details. Remember to loot the... er... nevermind.
As the blood slowly pools under the door, from all of the minions peeping a sneak through the keyhole, completely unawares that they have been systematically slaughtered by the murderhobos.
Quote from: Omega;835497You killed all his minions and defeated all his traps: He is cornered and this is it. Probably has nothing on him other than his spell focus. Jerk.
Because that's what the modules says.
Like I said before;
Stupid.
Quote from: Omega;835504Feather Fall. At low levels even a simple pit trap missed can be fatal. In 5e Feather Fall is a reaction spell.
The wizard and sorcerer in the group I am GMing for have not used Mage Armor either. The Sorcerer never picked it up. No idea why. And the Wizard has it. But reserves for Sleep spell.
But we're past level 3, so not low levels...and most every low level monster hits for more than a 10' deep pit anyway. Were there lots of 50' deep pits in every dungeon? If so, why not do some scouting? Was your wizard doing all the scouting ahead? Do you know about arcane recovery? Do you know the wizard can have both memorized and prepared for use? If you were down to your last spell slot, it seems like the party would just take a short rest and you could get the slot back anyway...
That's part of what makes Mage Armor so awesome, mages basically get it for free, and it doesn't really cost a slot, unless you're in a situation where you never take a short rest, ever (and that's usually at pretty high level, where you have tons of slots anyway).
There's alot of spells where WotC really didn't think the duration through. Wizard Eye, for example, lets you get the map of most dungeons (an hour really is a long time...), and ritual casting of Water Breathing lasts 24 hours, so I don't imagine there are many drownings in DnD5e land.
Quote from: Sommerjon;835505Like I said before;
Stupid.
Just like every human being. Hubris, ego, stupidity, whatever you ever want to call it, villains are not Ultimate Marvel Reed Richards or The Bat-God that manage to plan for every single contingency.
If you have your villains able to counter the plans of the PC's every single time, you might find players not trusting you as a DM. Doesn't mean they won't play in your games, they just won't trust you to 'play fair'.
Personally, removing every chance the players have to surprise a Wizard is dull and boring, and frankly, not a game I'd ever want to be a part of.
Quote from: Natty Bodak;835399Unfortunately for that tactic, in 5e Silence is only targetable on an area, not on objects.
Still, Silence and Grapple (or any other speed limiting trick) are quite effective. And even by itself Silence has proven to be valuable in herding casters (e.g. making them step into a self-immolating spot or out of line of sight or just a little closer than they'd like).
Quote from: Doom;835406There's also the issue that you can't cast silence on a copper piece anymore. And even if you use Silence/Grapple, we've got the "only a spellcaster can stop a spellcaster" problem. Of course you were told that before, and most of your other page of text has also been dissected and shown invalid before also. Seriously, ouch, it's not even worth responding to the other things you say, you're just so far removed.
That's right, my mistake. 5e works on points of origin in space and is explicitly about which spells allow object or creature targeting. Silence is not one of them.
Areas of Effect[...]
A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has
a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin.
Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.(D&D 5e Basic .pdf, August 2014. p. 80.)
Silence2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere
centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
(D&D 5e Basic .pdf, August 2014. p. 101.)
See, I can admit my mistakes. :)
However my other 'page of text' stands. Average HP to average dmg shows those PCs place M in one-shot range, one of many ways that render your initial assertion hyperbolic. Bless really messes with familiar tactics (1d4 to atk & save rolls). And high HP, Death Saves, and Conditions, screw over familiar TPK math.
Quote from: Sommerjon;835505People have invaded my tower, seems like a good time to start a ritual.
No minions allowed! Not even if we are being attacked. I am working on my new biscuit recipe and shall not be disturbed!
What is those sounds I keep hearing? I am supposed to be having a nice quiet diner. Oh well it must be nothing.
Stay away minions! I am having bath time. You deal with the problems. Don't you dare get any blood or fluids on my shag carpets either, stupid minions.
As the blood slowly pools under the door, from all of the minions peeping a sneak through the keyhole, completely unawares that they have been systematically slaughtered by the murderhobos.
Because that's what the modules says.
Like I said before;
Stupid.
Yes, you are stupid sometimes. Off those meds again?
1: Or how about the ritual was started and the mage didnt know the adventurers were there till they are right there? Or so absorbed in the ritual he never noticed?
2-6: Again. Who said he knows theres an attack. If he is working in his library or banging a demon or whatever does that not imply that golly gee No he does not know there is a raid in progress?
If the adventurers have this guy cornered and alone then that rather implies that he was either somehow unaware they were there. Such as the group being stealthy.
Or the more likely probability that the PCs have slaughtered everything else. There ARE NO MINIONS to back him up. Kinda like how some adventures do go down when the PCs are actually trying not to raise the alarm and are quietly taking out groups one by one until they find the guy in charge. Or totally bypassing the minions to get right to the point before anyone realizes they are there.
Try thinking outside your apparently tiny little box for a change?
Back on topic.
This whole thread de-railment brings up an interesting point good or ill depending on viewpoint. That being that lone characters or NPCs tend to be at a disadvantage, and not the mechanical one, when faced with opponents in numbers. Not sure where the threshold is. For me at least I like the idea that even strong characters may possibly be brought down by a pack of wolves or a group of bullywugs.
Quote from: Doom;835506But we're past level 3, so not low levels...and most every low level monster hits for more than a 10' deep pit anyway.
Early on we ran into a series of pit traps. Some shallow 10 foot deep ones. But several dropped down to the level below. Which was usually a fall of around 30+ feet. So 3d6 damage or more. Put some spikes at the bottom and that is 2d10 more potential damage. At level 5 my wizard had 21 HP I believe.
As for the others mentioned. I have no idea what their reasonings are past that the Sorcerer sure loves his Chromatic Orb, and the Wizard is murder with that damn Sleep spell.
As a player I do not put as much personal focus on a +3 AC bump and being a cookie-cutter loadout to every other cut-n-paste wizard. I might use Mage Armor on a later character. But probably not. In the end though its my call. My style.
Quote from: Omega;835523Early on we ran into a series of pit traps. Some shallow 10 foot deep ones. But several dropped down to the level below. Which was usually a fall of around 30+ feet. So 3d6 damage or more. Put some spikes at the bottom and that is 2d10 more potential damage. At level 5 my wizard had 21 HP I believe.
As for the others mentioned. I have no idea what their reasonings are past that the Sorcerer sure loves his Chromatic Orb, and the Wizard is murder with that damn Sleep spell.
As a player I do not put as much personal focus on a +3 AC bump and being a cookie-cutter loadout to every other cut-n-paste wizard. I might use Mage Armor on a later character. But probably not. In the end though its my call. My style.
Fair enough, and since you call it a "cookie cutter" build you agree that its what (most) every wizard player has. I grant that even when agreeing to something in your own words you will still deny that you've agreed but..your words are your words. The intellectual dishonesty here is pretty clear, as you sure didn't cry about the 2h weapon using and archers using the "cookie cutter" feats that they (almost always) will take (if they're trying to make the most efficient character).
I was just curious if there were any legitimate edge cases where it would make sense (apparently not), and I've certainly seen a player deliberately play his character badly for role-playing considerations before. Kudos! It's clear WotC just assumed that's what most people would do, rather than take the borked choices leading to cookie cutter builds.
You can spare the slot (because if you're party is constantly falling into more than 3, 30' deep spiked pits in a single session without being able to take a rest, you're playing in a ridiculously brutal level 4 game at the bare minimum, assuming, risibly, that you're arguing in good faith) , you just choose not to, which is fair enough.
Quote from: Opaopajr;835519However my other 'page of text' stands. Average HP to average dmg shows those PCs place M in one-shot range, one of many ways that render your initial assertion hyperbolic. Bless really messes with familiar tactics (1d4 to atk & save rolls).
Since you insist on repeating this yet again, I'll explain
again, more slowly, why your Warding Bond/Bless maneuver is a terrible tactic against a Fireball affecting the whole party. I've already explained the others as well before, but this one is so cosmically bad (and so well demonstrates my point about how easy it is to lose characters in this example, that with days of attempts it's still a struggle to come up with something).
Let's start from the beginning:
You assert that, and I am quoting you here,
QuoteWarding Bond (1 h, no conc) — often with simultaneous Bless (conc 1 minute) —alone destroys the Fireball example with its DEX saves and damage. Any party investigating a hostile area would have at least Warding Bond on, almost assuredly both if they are "accidentally running into" admage. IME Bless sends the team into 10 rounds of hyper-aggro rush.
So, you claim this strategy destroys the fireball example. Let's assume, for the sake of argument, that Doom the Hopeless, and Op The Amazing Cleric are walking in the dungeon. They've been adventuring, and Op is down to 23 hits points from his max of 27--he doesn't want to waste a healing spell to bring him up a measly 4 points. Op says "I know we're getting hit with a Fireball in 72 seconds, and I have a brilliant plan! Warding Bond, and Bless will destroy the Fireball attack! I know it!"
Doom says "That is a foolish plan. Mathematically, you won't be preventing enough damage to matter, and you'll likely get yourself killed because you take all the damage you prevent. You're better off using a healing spell to give yourself more hit points."
Op says "No, I'm right, and I'll just keep repeating myself no matter what explanations are provided."
Realizing that Op is invulnerable to input, Doom stops trying to explain.
Now, let's pretend Op decides Doom's mathematics and logic are inferior to repetition. Having spent six seconds in discussion, Op now casts the two spells in question to take advantage of his psychic premonition. and let's assume the damage from the Fireball is 32 points (to really emphasize how badly this can go).
First, a quick calculation: with no spells up, and both saves failed, here's the damage these two characters take:
Doom: 32 points
Op: 32 points
Result: both knocked to zero, possibly (if unlikely) dead...but we've established around a 40% chance the rest of the party might save them, assuming they use the best possible tactics we could come up with over the course of days of planning.
With Warding Bond up, here's the damage if both fail the save:
Doom: 16 points
Op: 48 points
Result: Op is quite and very dead, and has wasted two spells (both end when Op goes to 0 hit points). Please note the total party damage (64) is the same as before, and this is true regardless of how the saves are made: Warding Bond is irrelevant for preventing damage, and can easily get the cleric killed. Yes, there are cases where it matters, but not against AoE spells.
"But what about Bless! Those saving throw bonuses really matter!" says Op as his spirit goes to the afterlife.
Bless is a great spell, but realize it only affects (outside of unusual edge cases, where it's less effective) 12.5% of all die rolls (I rather expect I'll have to explain this as well). For two saving throws, it's not a "sure thing to work" spell by any measure. I'll be looking at just saves/no saves anyway, so not a factor for the rest of the discussion in any event:
So, both fails is bad, let's take a look at other possibilities:
Let's see what happens if Doom saves, but Op doesn't:
Doom: 8 points.
Op: 40 points.
Result: Doom is fine, Op is still dead, two spells wasted. Op again goes to the afterlife insisting it was a great strategy.
Let's see what happens if Doom fails, but Op saves:
Doom: 16 points
Op: 32 points.
Result: Doom is fine, but Op is down. Both spells wasted (well, Doom is saved by the spell, but he'll still go down to the second Fireball if it goes off, and Op will still be dead, and going to afterlife still insisting his tactic destroyed the Fireball...). Note that like the previous two examples, this isn't noticeable better than if no spells were cast at all.
Let's see what happens if both save:
Doom: 8 points
Op: 24 points
Result: Doom fine, but Op is down. Two spells wasted if so, and even if Op isn't down, he'll need to roll a DC 24 concentration check to keep Bless up (this is unlikely)...in the unlikely event the second Fireball goes off, Op will likely die.
So, you're "destroys the Fireball" example in reality really just destroys two rather important healing spells your cleric could have cast instead, regardless of outcome of the saves. Only if both characters save is it not a disaster (although still a possible disaster), and do note: if both spells weren't cast, the party would be better off, as the party would have more healing spells afterwards.
Now I can go over your other tactics in similar detail, but I don't imagine explanations there will do any good. I predict you'll again disregard rational discussion, repeat the tactic is quite good in your experience (or something similar) and probably toss in Bless is more effective than mathematics says it is in this example, as well.
But, I at least tried.
Quote from: Omega;835498Quote from: Doom;835022Tell you what if a poster in good faith says "yeah, my level 3+ wizard never casts mage armor, he just can't spare the spell slot" I'll buy this as at least remotely possible.
Been there, aint cast that. Next.
Irrelevant to my current Warlock. But was the case for the wizard before that.
Did you notice how quickly "if a poster in good faith says..." turned into an interrogation so he could turn his concession backhanded with the old " yeah, I guess it's true a retard might make that choice" gambit.
There's at least one other 1st spell slot you'll need to hold in reserve. One for Expeditious Retreat or Jump for when the goalposts make a run for it.
Quote from: Doom;835550Fair enough, and since you call it a "cookie cutter" build you agree that its what (most) every wizard player has...
Nice try to bring back the harping. But sorry. No. You fail again. I dont agree to that at all. Its what people tout on paper and on forum. But in actual play? If they cant think for themselves then there are likeky problems more than spell loadout going on. All it shows is that some players see only the 13 AC and nothing else. Same as they might see a high DEX as only more defense.
Quote from: Natty Bodak;835557Did you notice how quickly "if a poster in good faith says..." turned into an interrogation so he could turn his concession backhanded with the old " yeah, I guess it's true a retard might make that choice" gambit.
There's at least one other 1st spell slot you'll need to hold in reserve. One for Expeditious Retreat or Jump for when the goalposts make a run for it.
It wasnt even a concession in this case. He shot it down as a lie right out the gate.
QuoteI was just curious if there were any legitimate edge cases where it would make sense (apparently not)
The trick here to his screed against casters is that there are no goalposts and nothing anyone says has the remotest chance unless they agree with his blind idiot god harping.
Speaking of Expedious Retreat. I was a little vexed that I cannot combine the spell with the Charger feat for more shield bashing. Expedious Retreats Dash uses your bonus, while chargers only activates on an action Dash. Oh well. Such is fate.
We're obviously going down the rabbit hole.
Now the Fireball is 32 dmg, cleric is previously damaged 4 HP, down to 23 HP (:idunno: and thus had +1 CON? 4th Cleric unbuilt is 8 +15 = 23 HP, that should be 19 if subtracting 4 HP. If you're using DM/MM Priest, that's 5th lvl, does have +1 CON, but is readjusted from 5d8+5 HP to 4d8+4, and thus 22 HP), there's only two PCs now (?), and both fail DEX saves. Anything else you'd like to add to the white room arena while we're here?
PC death has always been on table, this is not new or worrisome. This is D&D, the game with Raise Dead. As long as TPK is mitigated, there's always a chance.
Warding Bond sings in formation and I readily admitted Shipyard's example is bad formation, extremely so for combat ready exploration. That said my clerics have in actual play survived Fireballs with Warding Bond on because the team's composition worked even better with it. In that white room situation, that cleric still has a fair chance to ensure the party survives the averages, especially if there's +HP (CON or race).
Fireball averages 28 dmg. If both Warding Bond targets fail that's 28+14=42 ave. dmg. PC 4th lvl cleric with no CON is 23 HP and -- if not damaged previously :rolleyes: -- thus 46 dmg to Instant Death. At +1 CON that's 27 HP, 54 dmg Instant Death; +2 CON, 31 HP, 62 dmg Instant Death, +3 CON (Pt Buy cap), 35 HP, 70 dmg Instant Death (Hill Dwarf can push that +1 HP to 39 HP, 78 dmg Instant Death).
That's before targeting the (logically assumed) high DEX of the Rogue (or Barbarian), who gets another 1d4+1 their DEX save. Let alone the cleric, plus one PC, who also gets 1d4 to their DEX save. It's a practical risk because the likelihood of reducing dmg through resistance and outright saves cripples the average of the two Fireball strategy as it buys time. A non-TPK party has a chance to Raise Dead, a TPK'ed party does not.
Is Instant Death on the table? Of course, it's always been, from the very beginning. It is possible to roll max (8d6) 48 dmg and have everyone fail their save. That wipes out all pt. buy 4th lvls but a Hill Dwarf Barbarian with max pt. buy CON. (12+(7x3) +4x(+3CON +1 race))= 49 HP. (It would super-wipe out all Warding Bond clerics, except for the max CON Hill Dwarf, at 72 dmg (48+24)! But Warding Bond and Bless would help ensure against the worst case scenario. The remaining party would have a chance depending on how many healing potions are on the Rogue/Barbarian. :p)
That's why we don't bother going down the rabbit hole into white room arenas. We work with averages for calculating risk. Want to ensure party mitigation of TPK risks, buff, bloat HP, and hedge AC/saves. After that there's too many variables between PC builds and situational context.
Wow, I *nailed* it. That...amazing. Good luck, dude.
As a courtesy to Op and Om, if you two really want further assistance, we can continue this via PM.
Quote from: Christopher Brady;835516If you have your villains able to counter the plans of the PC's every single time, you might find players not trusting you as a DM. Doesn't mean they won't play in your games, they just won't trust you to 'play fair'.
I don't.
Quote from: Christopher Brady;835516Personally, removing every chance the players have to surprise a Wizard is dull and boring, and frankly, not a game I'd ever want to be a part of.
I don't.
Quote from: Omega;835520Yes, you are stupid sometimes. Off those meds again?
Was never on them. Perhaps that is the difference between us. I don't play around with buffoonery.
I never had problems with casters in my games because I changed the conceits of the world to reflect why casters didn't dominate. If you're insistant on playing the game by a system you clearly don't like the results - and do nothing about it to fix it... isn't that like poking yourself in the eye and screaming about how you hate poking yourself in the eye?
there's a LOT of simple ways to "fix" LFQM. To what degree is up to you -
1) Make casters *always* lose initiative. Magic takes one round to cast. You can scale this up or down as you see fit based on the real casting time - you might let Reflexive spells stand, for instance.
2) Make concentration checks more difficult.
3) Use vitality. Yeah - let non-casters use the new Vitality rules, and make 1+ Str/Dex bonus to Con.
4) Put things in the game in context with your world that makes being a caster a social detriment. Something that forces casters to be careful to reveal their abilities. Order of Mage-killers, New rules from Mystra, Anti-Magical devices created by nobles to protect themselves from magicians, make it up.
It's not that difficult. And it doesn't require you changing a whole lot about casting, or the classes themselves to make it happen. Adjust to your taste.
Absolutely, if you don't like the rules of the game you should change the rules of the game, no doubt about that. On the other hand, isn't there a name for this sort of counter-argument to a possible issue with the rules?
Darn my eyes, I can't find vitality in the index of the PHB or DMG. Can you help me out?
Quote from: Doom;835831Absolutely, if you don't like the rules of the game you should change the rules of the game, no doubt about that. On the other hand, isn't there a name for this sort of counter-argument to a possible issue with the rules?
"Rule 0 Fallacy." But it applies more if the rules don't do what they're intended to do, rather than if they produce the intended results but aren't to a given player's taste.
QuoteDarn my eyes, I can't find vitality in the index of the PHB or DMG. Can you help me out?
The new
Unearthed Arcana article here. (http://dnd.wizards.com/articles/features/variant-rules)
Quote from: Doom;835831Absolutely, if you don't like the rules of the game you should change the rules of the game, no doubt about that. On the other hand, isn't there a name for this sort of counter-argument to a possible issue with the rules?
Darn my eyes, I can't find vitality in the index of the PHB or DMG. Can you help me out?
Have you considered being less of a douchebag on the internet?
Quote from: Mistwell;835859Have you considered being less of a douchebag on the internet?
Uh, since when is "absolutely, you're right" douchebaggery? Will you be lashing out at the far more egregious misbehavior in this thread? I eagerly await you honestly doing so.
Although, I guess I should have been quicker to thank Armchair Gamer.
Thanks, Armchair Gamer, for that link!
Honest, I'm not trying to be insulting in that expression of gratitude.
FWIW, I was thinking more of the Oberoni Fallacy (same thing, I'm just bad at remembering names), in this case CR collapsing fast when considering enemy spellcasters.
Quote from: Doom;835831Absolutely, if you don't like the rules of the game you should change the rules of the game, no doubt about that. On the other hand, isn't there a name for this sort of counter-argument to a possible issue with the rules?
Darn my eyes, I can't find vitality in the index of the PHB or DMG. Can you help me out?
I didn't take your response as snarky (and if you intended it as such - I don't care.) I'm just honestly trying to downplay something I think you're right about. And I'm also interested in showing how it's not a dealbreaker to the degree you "seem" to be making it to be. But I'm certainly not dismissing your claim.
I don't think my suggestions are "hard" Rule Zeroes either. I'm not talking about changing spellcasting at all. I prefer to raise the bar from the ground up - not lower from the top down. Adding Vitality is not Rule Zero, for instance. Creating custom in-game campaign reactions and counter-reactions and cultural context to the existence of casters in *whatever* form you choose to allow in games, is likewise not Rule Zero per se.
It's just good GMing.
Keep in mind that you can cast your Fireball, the opposing mage can use a reaction to cast counterspell. THEN you can use YOUR reaction to cast Counterspell to counter their Counterspell so the fireball still hits.
That works great for enemy fireball flingers too. So in the example fight. Had I had and cast Counterspell the lone mystery mage could have forgone a second fireball next round to snap off his own Counterspell to cancel mine and we'd have been toasted.
Quote from: tenbones;835998I didn't take your response as snarky (and if you intended it as such - I don't care.) I'm just honestly trying to downplay something I think you're right about. And I'm also interested in showing how it's not a dealbreaker to the degree you "seem" to be making it to be. But I'm certainly not dismissing your claim.
I don't think my suggestions are "hard" Rule Zeroes either. I'm not talking about changing spellcasting at all. I prefer to raise the bar from the ground up - not lower from the top down. Adding Vitality is not Rule Zero, for instance. Creating custom in-game campaign reactions and counter-reactions and cultural context to the existence of casters in *whatever* form you choose to allow in games, is likewise not Rule Zero per se.
It's just good GMing.
I honestly wasn't trying to snark, and at no point, in no way, do I mean to imply that the issues I've identified are a dealbreaker. 5e is a good game. Some folks are just so emotionally invested (the most polite interpretation) that they just can't handle a possible criticism.
I'm reading Vitality, and it does seem to have issues--high Con characters appear go down faster than low Con characters. But I've only just started to consider it, so could be wrong. I'm not convinced that it's possible (or even well advised) to "raise up" the melee guys. They hit really, really, hard, after all. It's not a LFQW issue, really, and I respect that WotC tried at least a little to thin out some of the abuses (eg, magic item creation goofiness is gone). But that's a digression.
At the risk of being accused of making another ridiculous overgeneralization, I claim that WotC isn't perfect.
I remember, years ago on Gleemax (I think that was the name, it was a long time), I showed that under robust conditions, in 4e D&D, "Easy" skill challenges were harder than "Hard" skill challenges (in the original, printed, rules). Much like here, massive displays of innumeracy and seething rage made it difficult to have a real conversation about possibly addressing the issue, and folks said "if you hate 4e so much, why do you post here?"...and there was much, much trolling and name callling (again, deja vu), to the point that I gave up. Obviously, I haven't learned my lesson.
A month after that, WotC started in with trying to fix skill challenges (I think by the end of 4e's cycle, they had a dozen or so different versions)...and suddenly indicating a problem with skill challenges wasn't treated as heresy.
Anyway, I like 4e, it's a very fun system for the first few levels, and had much fun playing it. Heck, some of my players are still interested in having me run another 4e campaign...but that doesn't mean that 4e, any more than 5e, is perfect and without flaw in any way. But it's clear this thread is no place to have this kind of discussion, which is totally my bad. Mea culpa, again.
Quote from: Doom;836012I honestly wasn't trying to snark, and at no point, in no way, do I mean to imply that the issues I've identified are a dealbreaker. 5e is a good game. Some folks are just so emotionally invested (the most polite interpretation) that they just can't handle a possible criticism.
I think it's slowly dawning on you. You're saying it loud, but you just can't quite admit that you're talking about yourself yet.
Quite a few people have agreed with your overall thesis, but have criticized your hyperbole and unrealistic white roominess. Your inability to handle that criticism has driven you to insults and condescension of people who otherwise largely agree with you.
This is going to be great material for an after school special once you're able to reel yourself back in a bit.
Quote from: Natty Bodak;836019I think it's slowly dawning on you. You're saying it loud, but you just can't quite admit that you're talking about yourself yet.
Quite a few people have agreed with your overall thesis, but have criticized your hyperbole and unrealistic white roominess. Your inability to handle that criticism has driven you to insults and condescension of people who otherwise largely agree with you.
This is going to be great material for an after school special once you're able to reel yourself back in a bit.
No. Hes just backhanding again.
I call dibs on the book rights.
And since there is no topic because of this half-wits harping.
Fuck off. Im going back on topic for the umpteenth time.
Asked both the players I game with and the ones I GM with and the results were.
Kefra: Likes it overall. Likes the new magic system. Which is saying alot since she usually plays fighter types. Then again shes playing the druid like a figher...
Jannet: Likes it, but dissatisfied with the Ranger. Needs more arrows! Liking the Battle Master and the chance to be the tactical one for once.
Dev: Neutral, hasnt gotten to play much yet due to scheduling problems.
--
Daern: Bitch, piss, moan. The wizard is too weak. Not enough spells. yadda-yadda.
Nox: Really enjoying it.
James: Neutral, seems to be liking it. First time playing in 15 years and he keeps coming back so there must be something.
Quote from: Omega;836032No. Hes just backhanding again.
I call dibs on the book rights.
And since there is no topic because of this half-wits harping.
Fuck off. Im going back on topic for the umpteenth time.
Asked both the players I game with and the ones I GM with and the results were.
Kefra: Likes it overall. Likes the new magic system. Which is saying alot since she usually plays fighter types. Then again shes playing the druid like a figher...
Jannet: Likes it, but dissatisfied with the Ranger. Needs more arrows! Liking the Battle Master and the chance to be the tactical one for once.
Dev: Neutral, hasnt gotten to play much yet due to scheduling problems.
--
Daern: Bitch, piss, moan. The wizard is too weak. Not enough spells. yadda-yadda.
Nox: Really enjoying it.
James: Neutral, seems to be liking it. First time playing in 15 years and he keeps coming back so there must be something.
Damn, there was an "on" topic at one point, wasn't there?
I haven't surveyed my groups directly, but despite their differences (1 group's a 1E bunch, and the other is a 3.x bunch) their gripes tend to be similar, and are more logistical in nature. A week doesn't go by without someone breaking out into profanity about the PHB index. The regular DMs gripe a bit about what they perceive to be inconsistencies due to the drawn out release from the starter to the DMG.
Actual play-wise, everyone seems generally good with this edition. There are two people I can think of that haven't liked the way their class is playing out relative to their expectations, but at least one of those is prone to sad-sacking all the time anyway.
Quote from: Omega;836001Keep in mind that you can cast your Fireball, the opposing mage can use a reaction to cast counterspell. THEN you can use YOUR reaction to cast Counterspell to counter their Counterspell so the fireball still hits.
I thought you can't use Reactions on your own turn? Did they change this in 5e?
Quote from: Natty Bodak;836033Damn, there was an "on" topic at one point, wasn't there?
A week doesn't go by without someone breaking out into profanity about the PHB index.
Actual play-wise, everyone seems generally good with this edition. There are two people I can think of that haven't liked the way their class is playing out relative to their expectations, but at least one of those is prone to sad-sacking all the time anyway.
We will enjoy this lull in the shelling while we can comrade.
God the tiny font! Not as bad as the near microfiche White Wolf used on one of their sideline games but for fucks sake people! Then there is the numerous "see XYX"
IE: Snake: Poisonous: see Creature Statistics. > Creature Statistics: 304-311 > go leaf through all of Appendix D: Creature Statistics till you find it! arrrgh! Why did they even clutter the index with the entry then?
Having a class or widget not play out as you expected is probably fairly common. Though a tiny bit silly to carry over into a new game. Some of the feat changed from Next to 5e seem a little... odd... for example. But easily fixed or lived with. Going into it and expecting the Feats to be 3 or 4e feats though... Personally I still think they should not have been called feats. eh. Such is. I still like how the 5e feats play out as class personalization in 5e and are few and far between. If you even want them.
Kef hasnt taken any, opting for the stat points. Jan took one and is using the rest as stat points. So far I've used all mine for feats building on the theme. Daern and Nox have taken I believe 1 feat and the rest to stats. James went for stats only.
Quote from: S'mon;836053I thought you can't use Reactions on your own turn? Did they change this in 5e?
Yes, you can use reactions in your own turn. PG 190 of the PHB and PG 70 of the 0.3.4 Basic PDF.
Quote from: S'mon;836053I thought you can't use Reactions on your own turn? Did they change this in 5e?
I kept thinking the same thing myself for a while, even after being corrected on it. I don't know why it kept sticking in my head. Was this the case in an earlier edition I wonder? Anyway, I'm not sure why or where the idea came from, but I thought the same for whatever reason.
The Tiny Font! No kidding!! First time I actually got eyestrain looking at a book.
My group concensus is that 5e isn't fully fleshed out. We want more archetypes, more backgrounds, more optional sub-systems. Sure we could Rule Zero it all...
Or we could just play with a different ruleset. We've chosen the latter. Still like 5e, just want WotC to cook up a little more to go with it.
Quote from: Omega;836058We will enjoy this lull in the shelling while we can comrade.
God the tiny font! Not as bad as the near microfiche White Wolf used on one of their sideline games but for fucks sake people! Then there is the numerous "see XYX"
IE: Snake: Poisonous: see Creature Statistics. > Creature Statistics: 304-311 > go leaf through all of Appendix D: Creature Statistics till you find it! arrrgh! Why did they even clutter the index with the entry then?
Having a class or widget not play out as you expected is probably fairly common. Though a tiny bit silly to carry over into a new game. Some of the feat changed from Next to 5e seem a little... odd... for example. But easily fixed or lived with. Going into it and expecting the Feats to be 3 or 4e feats though... Personally I still think they should not have been called feats. eh. Such is. I still like how the 5e feats play out as class personalization in 5e and are few and far between. If you even want them.
Kef hasnt taken any, opting for the stat points. Jan took one and is using the rest as stat points. So far I've used all mine for feats building on the theme. Daern and Nox have taken I believe 1 feat and the rest to stats. James went for stats only.
In my groups, I think only one , or two at most, took feats at 4th. The one I'm sure of is the Paladin who took Sentinel. I kind of expect this to change at 8th, though. We'll see. Also of note: nobody has even vaguely considered multi-classing.
Quote from: Natty Bodak;836078Also of note: nobody has even vaguely considered multi-classing.
I generally consider attractive multi-classing to be a bug, not a feature. Since you need to balance all possible class combinations (plus the added flexibility of multiple ability sets), you either end up with some combinations that are too strong (AD&D Fighter/Magic-user) or the median multi-class being too weak.
Quote from: tenbones;836075The Tiny Font! No kidding!! First time I actually got eyestrain looking at a book.
My group concensus is that 5e isn't fully fleshed out. We want more archetypes, more backgrounds, more optional sub-systems. Sure we could Rule Zero it all...
Or we could just play with a different ruleset. We've chosen the latter. Still like 5e, just want WotC to cook up a little more to go with it.
Well the Unearthed Arcanas have gradually added more material. and the Urban Arcana article started the first steps of fleshing out a modern setting.
I'd like to see more class paths. Please god not more classes.
Quote from: Natty Bodak;836078In my groups, I think only one , or two at most, took feats at 4th. The one I'm sure of is the Paladin who took Sentinel. I kind of expect this to change at 8th, though. We'll see. Also of note: nobody has even vaguely considered multi-classing.
No one in either group is even vaugly interested in multi-classing. Which is a major point in 5es favour far as I am concerned.
I hate multiclassing, always have. But I've always had one player always want to multiclass. 5e has not been different for me.
Quote from: Christopher Brady;836093I hate multiclassing, always have. But I've always had one player always want to multiclass. 5e has not been different for me.
I suppose I've been ambivalent about multiclassing to various degrees. The 3.x prestige class PC chimeras really put me off. I felt more positively about it in AD&D. I don't really have an opinion about it in 5e at this point as I haven't seen anyone do it. It seems that the classes as they stand, along with backgrounds, have been enough to cover everyone in my groups so far.
I'd echo the opinion that I'd much rather see more class options in 5e over additional discrete classes.
Quote from: Natty Bodak;836078In my groups, I think only one , or two at most, took feats at 4th. The one I'm sure of is the Paladin who took Sentinel. I kind of expect this to change at 8th, though. We'll see. Also of note: nobody has even vaguely considered multi-classing.
Of the 6 players in our PotA campaign.
Multiclass: Paladin/Barbarian, Rogue/Druid, Warlock/Fighter*, Rogue/Fighter**.
Versus: Ranger, Ranger*, Bard**, Sorcerer.
red text = dead '*' indicates new character
Quote from: Sommerjon;836153Of the 6 players in our PotA campaign.
Multiclass: Paladin/Barbarian, Rogue/Druid, Warlock/Fighter*, Rogue/Fighter**.
Versus: Ranger, Ranger*, Bard**, Sorcerer.
red text = dead '*' indicates new character
Interesting! How would you characterize their various reasons for multiclassing? A character concept that didn't quite fit a single class, mechanical reasons, or in game development (e.g. in game mentor or what have you), or something else entirely?
Quote from: Natty Bodak;836156Interesting! How would you characterize their various reasons for multiclassing? A character concept that didn't quite fit a single class, mechanical reasons, or in game development (e.g. in game mentor or what have you), or something else entirely?
I could say it is for 'story' reasons for a couple, but I'll call it what it actually is 99.99999% of the time; Munchkinism
I made it super duper easy fun time for them
Use 5d6(instead of 4d6) arrange to taste.
Have a feat/stat bump at level 1.
Start at level 4.
And they* are still not satisfied.
The Paladin/Barbarian player wants to run around with no armor and have a high AC. Also wants a high movement to catch fleeing creatures more easily.
The Rogue/Druid is Don from another thread. And Don ALWAYS plays rogue and something else, no matter the system. He made it 5 days with a cleric/warlock character before calling me and changing it to rogue/druid. Also needs high movement to run down fleeers.
The Warlock/Fighter* is the new guy in the group. He's played a bit and from what we can gather (he said it was "D&D") but sure sounds more like a freeform roleplay thing to us. Anywhits, he pointed to a cardboard cutout of some M:tG character the store has and wanted to play that. So I suggested Warlock/Fighter. He wanted to wear armor and cast magic.
The Rogue/Fighter is doing it because duel wielding Fighter. He is actually going Arcane Trickster.
Truthfully? They would have a much better time with other game systems(read skilled based ones) then they do with D&D, but D&D is their Binky
*is the exception.
What ever happened to fighter, magic-user, cleric, thief? Not sexy enough compared to Doomslayer, Spellsworder, Dragonburglar, and Beastlover?
Quote from: Matt;836166What ever happened to fighter, magic-user, cleric, thief? Not sexy enough compared to Doomslayer, Spellsworder, Dragonburglar, and Beastlover?
For me, What happened to fighter, magic-user, cleric, thief is they got old and boring. I have zero interest in playing fighter, magic-user, cleric, thief. Why when I get stuck with D&D, I run the game.
Quote from: Matt;836166What ever happened to fighter, magic-user, cleric, thief? Not sexy enough compared to Doomslayer, Spellsworder, Dragonburglar, and Beastlover?
Can't, and definitely NOT speaking for anyone other than me here, but part of the issue is how 'cookie cutter' the Fighter, Cleric and Thieves felt. Not that there was 'one build to rule them all' sort of way, but how limited the 'options' felt.
Now bear in mind, I'm a coddlebear GM, whose first experience (and several DMs) were girls, who were into fantasy books. My first ever AD&D 2e game was playing part of a Drow family in the Underdark, and it was less about loot and combat as it was political maneuvering. And I was 12, so you can imagine how boring that sounded. Then I started reading Fantasy Novels for real (I had read the original Short Stories of Conan of Cimmeria (As in by Robert E. Howard) by that time, but I hadn't actually dove into the genre.
And the next three games (of which lasted quite a few years each, ah to be that young again... Nah, not entirely happy times, admittedly. I could have done without the broken nose) were also run by girls, who were also into Fantasy Novels. Mercedes Lackey, Elizabeth Moon et al.
So MY D&D gaming was tainted and coloured with expectations based on reading books and short stories. Unfortunately, D&D is, at it's core, it's very basic kernel a War Game. It was originally designed for miniatures play, with 'hero' units representing a type of 'character' from real world or fantasy literature, but meant to focus entirely on a single specialty. Melee Combat, Magic, or what not.
Although admittedly, it's gone through several hands and editions, it still a game about 'military' units doing a specialized role.
The problem lies in that for a lot of the younger set, they no longer have that base, or interest. D&D is no longer just a subset of geeks and nerds, and is now touching a much wider base.
Here's some 'groups'.
Ever since Japanese Anime has come over to the West, it swept us up in a new way of looking at combat, it's flashier, less realistic, more about 'cool' than actual efficiency, so we have a bunch of gamers who look at all RPGs from that angle. There's also a lot of interpersonal/inter-character relationships that also crop up.
You have the Readers, now this category is split into several differing types, but you still have the Book and Comic people, which sometimes cross over, some times not, but they still have their own way of seeing Gaming, which is closer to how I grew up, but even then the way they see characters and combat, is much different. For example, in Comics, even just Action (as opposed to Superhero), you have mook rules, as the heroes can lay flat no name goons with a single punch. Where as Books tend to prefer stories that have an Epic theme, or single villain culminating into a fight with Sauron at the top of Mount Doom (so to speak.)
And finally, you have the Video Gamers, the ones who actually closer to the original ideal, simply because character 'growth' in the traditional sense, is very much D&D, which as everyone more or less knows, is where most JRPGs and even Western Video RPGs are still based heavily on! Hell, I can make comparisons to EverQuest and D&D 3e, as the basics of both map REALLY well! But even then...
Also, you have the 'Special Snowflake' thing that everyone, and I MEAN everyone seems to want to be. And a fancy title, especially if we're the only one who has it can make all the difference in the world.
At the end of the day, though, aren't they all the same? Same archetypes, different name.
As a side note, I've always hated the perception that the Fighter is the 'everyman' class. It's not. Do you (the general, not anyone specific) have any idea how hard it is to be a decent swordsman? It takes YEARS of practice and dedication, it's not just something you can pick up in a couple of weeks.
But the Thief/Rogue? That class IS the everyman. For example, stealth is less a 'skill' in the traditional sense, like you don't need to be taught, you can, on your own learn how to place your feet, what to look out in terms of making the least amount of noise. It's something you can learn to do on your own, unlike weapons-work, which if done badly can harm you. Climbing is more about physical conditioning, being able to lift your own weight, which frankly, ANYONE can learn, yeah, it can be taught, but it can also be self-taught. If there's ONE skill that needs to actually taught, you could say lock picking, but frankly, in the average D&D Land, unless you have mechanically inclined nations of Dwarves or the like, a good thin dagger blade, and a twist will pop any lock needed.
But that's just me.
Quote from: Sommerjon;836165I could say it is for 'story' reasons for a couple, but I'll call it what it actually is 99.99999% of the time; Munchkinism
I made it super duper easy fun time for them
Use 5d6(instead of 4d6) arrange to taste.
Have a feat/stat bump at level 1.
Start at level 4.
And they* are still not satisfied.
The Paladin/Barbarian player wants to run around with no armor and have a high AC. Also wants a high movement to catch fleeing creatures more easily.
The Rogue/Druid is Don from another thread. And Don ALWAYS plays rogue and something else, no matter the system. He made it 5 days with a cleric/warlock character before calling me and changing it to rogue/druid. Also needs high movement to run down fleeers.
The Warlock/Fighter* is the new guy in the group. He's played a bit and from what we can gather (he said it was "D&D") but sure sounds more like a freeform roleplay thing to us. Anywhits, he pointed to a cardboard cutout of some M:tG character the store has and wanted to play that. So I suggested Warlock/Fighter. He wanted to wear armor and cast magic.
The Rogue/Fighter is doing it because duel wielding Fighter. He is actually going Arcane Trickster.
Truthfully? They would have a much better time with other game systems(read skilled based ones) then they do with D&D, but D&D is their Binky
*is the exception.
This is the point where a couple of people jump into the thread to tell you you need better players and should lay down a bunch of ultimatums and tabletop players just grow on trees and who cares if it's your friends and etc... :rolleyes:
Quote from: Shipyard Locked;836184This is the point where a couple of people jump into the thread to tell you you need better players and should lay down a bunch of ultimatums and tabletop players just grow on trees and who cares if it's your friends and etc... :rolleyes:
Mayyyyybeee... But on this case nah. Sounds like they are as he described, a bunch of mostly powergamers out for a kill fix and having to houserule heavily to even partially satisfy them. Which isnt bad per-se. But gets really old really fast when you arent in the mood to indulge or forced into it.
On the other hand I will observe that all of the examples he sited sound pretty weak or could have been done better with one of the class tracks, actually you know role playing, or feats, or backgrounds.
The Paladin/Barbarian. Just play a paladin with oath of vengance, not wear armour, maybe carry over the barbarians fight unarmoured skill as a feat they have to buy. The Fighter/Warlock could be done with the Eldritch Knight for example. The Thief/Druid is the only one that would make sense. A stealth spy in animal form. Though even that could be done with a straight up Druid and some creative use of backgrounds, feats, or carrying over some thief skills as feats or whatever.
Is multi classing in 5e too good? Like I know powergamers will try to squeeze blood from a stone regardless of what sense it makes but will it produce OP characters in 5e?
Quote from: Matt;836166What ever happened to fighter, magic-user, cleric, thief? Not sexy enough compared to Doomslayer, Spellsworder, Dragonburglar, and Beastlover?
Good question, though I feel like "2E splats" is sort of the answer that question. It's a thing -- we've gone from the character's story being the story, to the character's story being codified into numbers, abilities, feats, widgets and who knows what? The barbarian/paladin (wtf?) combo, above, exemplifies that -- it's not, "I was once a savage, and now..." Rather, it's "I want to be able to catch up to things, so class+class+feat+feat+widget. The simple answer was mentioned already -- take off the heavy armor (derrrrrrr).
But I digress and uselessly rant...
Really, everything is come combo of the above "big four." Or rather two, in my book-- warrior or spell caster. But this is the age we live in. I see echoes of the same thing in every MMO I play. In SWTOR, I have an Imperial Agent. He shoots stuff and/or hits it. He just has like 4 versions of each thing, is all (EX: shoot=flurry, snipe, poison dart and some other aimed shot). I realize it's a different animal, but that's sort of the thought process, for good and ill.
Quote from: mAcular Chaotic;836202Is multi classing in 5e too good? Like I know powergamers will try to squeeze blood from a stone regardless of what sense it makes but will it produce OP characters in 5e?
Its pretty awful in 5e. Which was the point apparently. But some seem to cling to the mindset of 3e. In 5e any sort of multiclassing is going to hose your character at later levels. Sure you might get some sort of perk early on. But later you may be more a liability. That and its both optional and some effects can be had by less detrimental means like I described in the previous post.
Quote from: Matt;836166What ever happened to fighter, magic-user, cleric, thief? Not sexy enough compared to Doomslayer, Spellsworder, Dragonburglar, and Beastlover?
Magic user/Wizard is usually my personal go-to class. I've been playing the Warlock for something different and the Eldritch Knight will be next most likely as that is very very loosely based off an idea I presented to TSR staff way way back.
Kefra usually plays a fighter. Jan usually plays a ranger. For the group I DM for though its all over. They play whatever interests them at the moment.
Quote from: Omega;836192On the other hand I will observe that all of the examples he sited sound pretty weak or could have been done better with one of the class tracks, actually you know role playing, or feats, or backgrounds.
The Paladin/Barbarian. Just play a paladin with oath of vengance, not wear armour, maybe carry over the barbarians fight unarmoured skill as a feat they have to buy. The Fighter/Warlock could be done with the Eldritch Knight for example. The Thief/Druid is the only one that would make sense. A stealth spy in animal form. Though even that could be done with a straight up Druid and some creative use of backgrounds, feats, or carrying over some thief skills as feats or whatever.
Wha?
Your answer is to come up with houserules to make concepts fit? Why? Multi-classing does what they want, better.
Quote from: mAcular Chaotic;836202Is multi classing in 5e too good? Like I know powergamers will try to squeeze blood from a stone regardless of what sense it makes but will it produce OP characters in 5e?
Yes. It is too good.
Take that Paladin/Barbarian. The player wants to take 5 levels of Barbarian and the rest in Paladin. For the 5 level hit, he gains.
Unarmored Defense, Reckless Attack, Danger Sense, Primal Path, Fast Movement
He loses from Paladin Couple upgrades to Sacred Oath, increase is Aura distance.
The classes are frontloaded.
Quote from: Omega;836235Its pretty awful in 5e. Which was the point apparently. But some seem to cling to the mindset of 3e. In 5e any sort of multiclassing is going to hose your character at later levels. Sure you might get some sort of perk early on. But later you may be more a liability. That and its both optional and some effects can be had by less detrimental means like I described in the previous post.
:rotfl: Oh, you're serious... :rolleyes:
When I hear it said that playing fighter, thief, etc. (the original classes) means one can't play one's concept due to the limited options to differentiate Fighter A from Fighter B and Magic-user A from Magic-user B, I always wonder: isn't that what the roleplaying part is for? Otherwise you're just playing statistical games with numbers and bell curves, no? One can play the same set of stats any number of ways. Don't blame the game for failure of your imagination.
Fighter A sees himself as a vainglorious duelist, master swordsman who knows no fear and never abandons a damsel in distress:
Str 13
Int 9
Wis 11
Dex 11
Con 8
Cha 8
Weapons/armor: long sword, dagger, studded leather
Fighter B sees himself as a cynical mercenary on the make, never willing to risk his neck without appropriate reward:
Str 13
Int 9
Wis 11
Dex 11
Con 8
Cha 8
Weapons/armor: long sword, shield, chain mail
Magic-user A has spent all her life as apprentice to the palace vizier, seldom venturing outside the confines of courtly civilization:
Str 6
Int 14
Wis 7
Dex 9
Con 9
Cha 12
Spells/weapons: Read Magic, Identify, Comprehend Languages, staff
Magic-user B has picked up her skills traveling from city to city, learning the odd trick from this crusty hermit and that frivolous showman:
Str 6
Int 14
Wis 7
Dex 9
Con 9
Cha 12
Spells/weapons: Read Magic, Tenser's Floating Disc, Ventriloquism, dagger
Quote from: Matt;836247When I hear it said that playing fighter, thief, etc. (the original classes) means one can't play one's concept due to the limited options to differentiate Fighter A from Fighter B and Magic-user A from Magic-user B, I always wonder: isn't that what the roleplaying part is for? Otherwise you're just playing statistical games with numbers and bell curves, no? One can play the same set of stats any number of ways. Don't blame the game for failure of your imagination.
It amuses me when this is trotted out.
People play the same shit over and over and over again. Some acknowledge it others refuse to admit to it.
Sure in your mind there is no correlation at all between "vainglorious duelist" and "cynical mercenary" they're completely 'different' concepts.
What everyone at the table sees in reality is Matt playing the arrogant ass as usual.
Quote from: Sommerjon;836249It amuses me when this is trotted out.
People play the same shit over and over and over again. Some acknowledge it others refuse to admit to it.
Sure in your mind there is no correlation at all between "vainglorious duelist" and "cynical mercenary" they're completely 'different' concepts.
What everyone at the table sees in reality is Matt playing the arrogant ass as usual.
Sad about your embarassment over the failure of your imagination making you lash out that way.
Quote from: Matt;836250Sad about your embarassment over the failure of your imagination making you lash out that way.
I see you're one of the refuse to admit to it folks.
C'mon now, this is therpgsite--there's enough arrogant douche-baggery for everybody here (sports "I've got mine!" pin).
Quote from: cranebump;836254C'mon now, this is therpgsite--there's enough arrogant douche-baggery for everybody here (sports "I've got mine!" pin).
That's what makes it so much fun. C'mon, its head honcho is the RPG Pundit. What more can be said?
Quote from: Matt;836166What ever happened to fighter, magic-user, cleric, thief?
Those are the Basic Rules classes. Works great.
Quote from: Sommerjon;836165I could say it is for 'story' reasons for a couple, but I'll call it what it actually is 99.99999% of the time; Munchkinism
I made it super duper easy fun time for them
Use 5d6(instead of 4d6) arrange to taste.
Have a feat/stat bump at level 1.
Start at level 4.
And they* are still not satisfied.
The Paladin/Barbarian player wants to run around with no armor and have a high AC. Also wants a high movement to catch fleeing creatures more easily.
The Rogue/Druid is Don from another thread. And Don ALWAYS plays rogue and something else, no matter the system. He made it 5 days with a cleric/warlock character before calling me and changing it to rogue/druid. Also needs high movement to run down fleeers.
The Warlock/Fighter* is the new guy in the group. He's played a bit and from what we can gather (he said it was "D&D") but sure sounds more like a freeform roleplay thing to us. Anywhits, he pointed to a cardboard cutout of some M:tG character the store has and wanted to play that. So I suggested Warlock/Fighter. He wanted to wear armor and cast magic.
The Rogue/Fighter is doing it because duel wielding Fighter. He is actually going Arcane Trickster.
Truthfully? They would have a much better time with other game systems(read skilled based ones) then they do with D&D, but D&D is their Binky
*is the exception.
I have a friend I've known since college who simply cannot tolerate *not* playing a thief in some form for any length of time. We may all have a Don or two.
Well, more power to them if that's their thing.
Is this the group that's doing PotA? How are the they faring, and are the multi classers getting what they wanted out of it?
Quote from: Natty Bodak;836282I have a friend I've known since college who simply cannot tolerate *not* playing a thief in some form for any length of time. We may all have a Don or two.
Well, more power to them if that's their thing.
Is this the group that's doing PotA? How are the they faring, and are the multi classers getting what they wanted out of it?
Yeah this is the group doing PotA. Yes they are getting what they want out of mulitclassing.
I think multiclassing is just right in 5e.
To address the original topic: I'm really happy with 5e.
On the side topic brought up: I've only run part of Lost Mine of Phandelver, but I mostly like it.
On the subject of CR: a monster that dealt 112 points per round (albeit with a 14-15 DC save) and had AC19 and low hit points would be CR 9 by my computation; the wizard is much lower because the damage drops precipitously after 2 rounds and the armor class depends on advance warning (to cast mage armor) and can only last four rounds (if using a spell slot for attack every round). The note about challenge ratings on page 82 of the DMG seems apropos (even if the CR 3 is lower than the party's average level). CR isn't some sort of point buy for NPCs where the disadvantage of "wears out after 2-4 rounds" is worth -6 on CR.
Quote from: Doom;833337Consider the devastation when a party of level 4 characters meets a level 5 wizard, with no special abilities.
Kind of a cherry-picked example; the party is at the top of the first tier of play and the wizard is in the second tier. So the party is just short of doubling their attack abilities (cantrips increase damage and non-casters mosty get extra attack), getting 3rd level spells for some casters, +3 proficiency and enough hit points with minimal CON bonus to still be up after a missed save versus fireball. And fireball is probably the worst case: so much damage, so much area, so much range.
For true caster supremacy, go back to OD&D: 3rd level magic-user can probably TPK most 2nd level parties (probably started invisible; sleep, 2d6 creatures of 2nd level); the only defense was initiative or having a dwarf or hobbit (save as 4 levels higher). A lucky 1st level magic-user could possibly take out a 3rd level party.
Quote from: Natty Bodak;833408Here are the things that can, and actually did, prevent the wizard from casting fireball.
- Command (1st level Cleric spell)
- Silence (2nd level Cleric spell)
- Counterspell (3rd level Wizard spell)
- Sleep (1st level Wizard spell, cast as a second level spell in my particular case)
- A 5th level Rogue with Assasinate
From actual play experience, our third to fourth level party at Lance Rock, with obvious evidence of someone casting Animate Dead, proceeded cautiously expecting that there could be a wizard with fireball (bat familiar scouting, rogue hidden at some distance, party spread out) and could possibly have weathered the two fireball TPK (my third level hill dwarf already has 30 HP), although I expected that at least one 3rd level spell slot would be gone from refreshing control of the zombies. And at the last Expeditions, we had a party of seven: 2 tieflings, 3 dragon born (although only two breathed fire), my hill dwarf and a human wizard (I cast so much healing to keep that guy from dying; he went to 0 at least three times). In the past, we've also used illusions to draw area attacks (from dragon breath and mages).
So, my mage slaying feat is spreading out. And stealth.
My
two mage slaying feats are spreading out and stealth. And hit points.
Among my mage slaying feats are spreading out, stealth, hit points, fire resistance and illusion.
Quote from: Doom;833527Uh, no. I've just been playing and DMing the game with a number of skilled players, so it becomes ever more obvious just how overwhelming the spellcasting can be.
Maybe you and your players are not so skilled, if there's so much clumping up for repeated fireballing.
Quote from: Opaopajr;833755My recommendation, don't play Adventure League (current expeditions are being written poorly, so little loss there now) and houserule your game with interrupt-able casting. Yes, I share your complaint here. Fighters looked scary at first, and then we got a chance to see what spells can really do later. If GMs don't starve out player resources by making Long Rests harder to get, there goes the game. Starve out the novas and reintroduce the 'martial counterspell'.
(Hey, Adventure League is not that bad.) The problem with no casting at all in melee is that parties don't tend to be big enough to always keep the wizard protected, and we don't get to hire NPC bodyguards. Consider a lesser approach: spells that don't target the caster require a spell slot of one level higher (but cantrips are still cantrips; the combat ones with attack rolls already are at disadvantage). A significant penalty for being in melee, but not completely unable to act.
Quote from: Doom;834012Weird. In my games we use a grid so the mage really isn't going to fireball himself under any reasonable circumstance.
If he wants to hit the characters who are within 5 feet, he'll probably have to take opportunity attacks to move away and maybe cut it really close; the latter is only reasonable if he's marked out distances in advance (in 6 seconds in an unfamiliar place, can you identify a point that's exactly 22.5 feet away? Or is the grid actually painted on the floor in the game world?).
QuoteYou must be playing on pretty huge maps. Looking through Rise of Tiamat, the first dungeon (ice dragon lair) doesn't have a single room that isn't completely covered by Fireball, except for the final room, which does have one crack where a player might stand. The second dungeon (mummy tomb) doesn't have a single room that isn't completely covered by Fireball. The third dungeon (green dragon lair) has one room that isn't completely covered by Fireball, again with just barely enough space for 2 players. The fourth dungeon has two rooms out of two dozen, but the players would have to run to all four corners. All these maps have places a mage could stand where he wouldn't be surrounded, including 5' corridors.
The first and third map have 1 square = 15 feet, and the second has 1 square = 10 feet.
QuoteWell, I cited an actual published adventure. Can you cite one where more than half the rooms grant the ability for the party to not sit within a 20' radius sphere?
The Rise of Tiamat, with a DM who actually reads the scale on each map.
Quote from: Opaopajr;835789That wipes out all pt. buy 4th lvls but a Hill Dwarf Barbarian with max pt. buy CON. (12+(7x3) +4x(+3CON +1 race))= 49 HP.
A 4th level human variant Barbarian with the Tough feat and 16 CON at first level, and who increases CON to 18 at 4th level, would have 57 HPs.
Quote from: rawma;837482For true caster supremacy, go back to OD&D: 3rd level magic-user can probably TPK most 2nd level parties (probably started invisible; sleep, 2d6 creatures of 2nd level); the only defense was initiative or having a dwarf or hobbit (save as 4 levels higher).
You count that as giving +4 hit dice for the purpose of Sleep spells? Or you give everyone a save vs spell to not get Sleeped?
In Classic D&D AFAICT a Sleep spell takes out 2d8 hit dice, no saves, no resistance. IMC I give Elves 90% Resistance to Sleep & Charm as per 1e AD&D.
Sleep is one of those weird changes in this edition (similarly how Color Spray has been neutered to 1 round). Coup de Grace rules existed about sleeping subjects for AD&D 2e and D&D 3e. IIRC, similar rules for slumbering opponents were present in 0D&D, 1e, and 4e. 5e Sleep, though solid, is nowhere the lethality of old due to the spells own rules on how to be shaken out of it and the Unconscious condition (lack of Coup de Grace) rules.
Played yesterday. Decided to get out of my fighter/rogue comfort zone. Ended up making a 5th level halfling sorcerer draconic bloodline who was a criminal enforcer. His "enforcement" includes a lot of single target damage. What I realized after finally getting all the info down--dude will never use the daggers he carries. Casters have little use for weapons. Took way too long to make and grok this guy, as I happened to get the "tactical" spellcaster with all the meta magic add ons and spell points. Not sure how much I'll like it, but if I don't it's likely because I so seldom play casters of any kind.
Beyond that, I'm finding I really don't care for easy, near-ubiquitous Magic. I like it rare and dangerous. This means I'll likely run a completely different fantasy system next time I reboot a campaign. Barbarians of Lemuria it is!
Quote from: rawma;837482From actual play experience, our third to fourth level party at Lance Rock, with obvious evidence of someone casting Animate Dead, proceeded cautiously expecting that there could be a wizard with fireball (bat familiar scouting, rogue hidden at some distance, party spread out) and could possibly have weathered the two fireball TPK (my third level hill dwarf already has 30 HP), although I expected that at least one 3rd level spell slot would be gone from refreshing control of the zombies. And at the last Expeditions, we had a party of seven: 2 tieflings, 3 dragon born (although only two breathed fire), my hill dwarf and a human wizard (I cast so much healing to keep that guy from dying; he went to 0 at least three times). In the past, we've also used illusions to draw area attacks (from dragon breath and mages).
So, my mage slaying feat is spreading out. And stealth.
My two mage slaying feats are spreading out and stealth. And hit points.
Among my mage slaying feats are spreading out, stealth, hit points, fire resistance and illusion.
You counter with your example of mage slaying featy tactics at one particular spot.
Talk about
Kind of a cherry-picked example :rolleyes:
Quote from: Opaopajr;837487Sleep is one of those weird changes in this edition (similarly how Color Spray has been neutered to 1 round). Coup de Grace rules existed about sleeping subjects for AD&D 2e and D&D 3e. IIRC, similar rules for slumbering opponents were present in 0D&D, 1e, and 4e. 5e Sleep, though solid, is nowhere the lethality of old due to the spells own rules on how to be shaken out of it and the Unconscious condition (lack of Coup de Grace) rules.
Coup de Grace was in the playtest. Target had to be unconcious. Attacker had advantage to hit. And if it did it was an automatic crit. And if the target was at 0 HP then it was an instant kill.
Seems like they removed that in 5e though and rolled it into the basic being attacked at 0HP rules.
Quote from: cranebump;837497Beyond that, I'm finding I really don't care for easy, near-ubiquitous Magic. I like it rare and dangerous. This means I'll likely run a completely different fantasy system next time I reboot a campaign. Barbarians of Lemuria it is!
Pretty much since their introduction in Dragon Magazine Cantrips have been a thorn in the side once they officially appeared in Unearthed Arcana. 2e dropped them (Well aside from the 1st level spell Cantrip.) Later editions brought them back and even more powerful.
Quote from: Omega;837532Pretty much since their introduction in Dragon Magazine Cantrips have been a thorn in the side once they officially appeared in Unearthed Arcana. 2e dropped them (Well aside from the 1st level spell Cantrip.) Later editions brought them back and even more powerful.
True. I'm not sure the reasoning behind that, save that it feels like no one believes any longer that playing a caster means accepting some limitations. I realize there are plenty of limits to #/actual spells you can cast in 5E. But cantripping means you're NEVER out.
Of course, I don't generally run casters. If I did, I *guess* I might get miffed about the whole "out of spells, I'm useless" thing. I think, though, if you consider the Wiz the "educated" member of the party, their contributions skill-wise, would be immense, particularly if they're the acknowledged "Lore Master" of the party. We've been running, on and off, a BFRPG campaign. Since it's basically no sills, I've been completely free as a DM to get away "roll for" and simply say, "In your scholarly studies, you ran across...." etc. Same with other classes--the cleric recognizes the dead cultist's tattoo as similar to two obscure faiths (but which one IS it, actually? [players investigate]). The warrior recognizes the monument and remembers the legends surrounding the battle that took place here (and the curse associated with it) and so on.
Of course, you can play any version of D&D this way.
Quote from: cranebump;837539Of course, I don't generally run casters. If I did, I *guess* I might get miffed about the whole "out of spells, I'm useless" thing. I think, though, if you consider the Wiz the "educated" member of the party, their contributions skill-wise, would be immense, particularly if they're the acknowledged "Lore Master" of the party.
I play mostly wizard types. I run out of spells then theres still my darts or staff to poke or wack things with. Or better yet I (hopefully still) have my trusty fighter friend to poke or wack things for me. Early on when I was first playing magic-users I'd have the fighters specifically tell me not to waste my spells early on and to save them for later emergencies. Work as a group. Pick your targets when you can.
Quote from: Sommerjon;833577Truthfully? Not a whole helluvalot.
If you are wanting some real world logic with that description. Not enough oxygen to ignite the room. The fireball doesn't last long enough to ignite the room/contents.
:rolleyes:
Seems to me the necessary time depends in part on the energy density of the fireball. I'm pretty sure a fraction of a second at ground zero of an h-bomb tends to different results than the same time exposed to a kitchen match's flame.
Quote from: S'mon;837485You count that as giving +4 hit dice for the purpose of Sleep spells? Or you give everyone a save vs spell to not get Sleeped?
In Classic D&D AFAICT a Sleep spell takes out 2d8 hit dice, no saves, no resistance. IMC I give Elves 90% Resistance to Sleep & Charm as per 1e AD&D.
Hmm, I see the interpretation that it's only actual saving throws and not things where level determines susceptibility, although I never played with any group that took it that way. And for my example of old school caster supremacy it just makes the magic-user more likely to TPK.
The interpretation we used was no saving throw for sleep, but we treated the Nth level dwarf or hobbit as (N+4)th level versus magic. (You could view it as a different saving throw table with "No" in the column for 1st to 4th level and "Yes" in the column for 5th level and above, or your (non-random) saving throw equals 10+your level and you need a "15" versus sleep -- like passive perception scores.)
Further, our house rule was that the caster chose a level to attempt to affect and rolled the corresponding dice, so if you chose 2nd level you got 2d6 creatures up to 2+1 hit dice but no 3rd level and up) - this spares the DM nasty computation/judgement when there are multiple levels of enemy to be slept, and gives a potentially challenging decision to the player.
OD&D Men & Magic says it affects 2-16 1st level types, 2-12 2nd level types, 1-6 3rd level types and 1 4th level type. It doesn't really say what "sleep" means (no action but broken when a hostile creature approaches, or only at first damage attack, or out until woken or many turns if undisturbed? We used the latter and coup de grace) and it even includes the quotes around the word ('determine which "sleep" by random selection').
Quote from: cranebump;837497Ended up making a 5th level halfling sorcerer draconic bloodline who was a criminal enforcer. His "enforcement" includes a lot of single target damage. What I realized after finally getting all the info down--dude will never use the daggers he carries.
My draconic bloodline sorcerer uses his daggers in melee, because his attack cantrip Fire Bolt would have disadvantage if an enemy is that close (and he has a good DEX). I should probably add a short-range saving-throw-based attack cantrip at the next opportunity.
Quote from: Sommerjon;837503You counter with your example of mage slaying featy tactics at one particular spot.
Talk about Kind of a cherry-picked example :rolleyes:
I said cherry picking because it was 5th level wizard (just gotten two fireballs) versus 4th level characters (just short of all the increases that come with fifth level: extra attack, extra cantrip damage, 3rd level spells especially counterspell, and so on). Doom wanted to argue that, generally, spell casters blow everyone out of the water but chose a hypothetical that was heavily biased his way.
My example is the only one I can offer from actual play experience (where an enemy mage was expected to have fireball); you can call it "selection bias" (I might not have posted anything if I had had a different experience) but it's not cherry picking. My example is fairly representative of my experience, although some dungeons might force a party closer together. His statement was universal (caster supremacy throughout 5e!) and mine was not (there exists [STRIKE]a sheep in Scotland that is black on one side[/STRIKE] a set of tactics by which a <=4th level party has a good chance against the two-fireball TPK). Those are the tactics we use, pretty consistently (well, not the illusion one, and the fire resistance one is more by chance - we don't try to recruit a Tiefling if we don't have one); sometimes a melee character is farther away than we would like, if attack comes from an unexpected direction, but mostly it works out well.
It's possible that as I play higher levels I will agree more with Doom on 5e casters, but right now I think there's less caster supremacy than in some of the earlier editions. A lot hinges on the frequency of long rests, as Opaopajr has told us and likely will again.
Quote from: rawma;837574Hmm, I see the interpretation that it's only actual saving throws and not things where level determines susceptibility, although I never played with any group that took it that way. And for my example of old school caster supremacy it just makes the magic-user more likely to TPK.
The interpretation we used was no saving throw for sleep, but we treated the Nth level dwarf or hobbit as (N+4)th level versus magic.
Interesting - in Classic BX-BECM they just rolled the dwarf/hobbit improved saves into their charts, no "save at +4 Levels", so there's no basis for giving them any resistance to Sleep.
Quote from: rawma;837581I said cherry picking because it was 5th level wizard (just gotten two fireballs) versus 4th level characters (just short of all the increases that come with fifth level: extra attack, extra cantrip damage, 3rd level spells especially counterspell, and so on). Doom wanted to argue that, generally, spell casters blow everyone out of the water but chose a hypothetical that was heavily biased his way.
Not cherry-picking.
A CR3 arcane spellcaster in 5e is 5th lvl.
There is these 2 levels of uncertainty for groups if a DM uses them. How different would this be if the DM decides to allow the NPCs to have the PC side of the class as well, Spell points. Bam-Bam 2 fireballs one round.
Quote from: Sommerjon;837787Not cherry-picking.
A CR3 arcane spellcaster in 5e is 5th lvl.
There is these 2 levels of uncertainty for groups if a DM uses them. How different would this be if the DM decides to allow the NPCs to have the PC side of the class as well, Spell points. Bam-Bam 2 fireballs one round.
Do you mean sorcery points for meta-magic? If so, you can only twin spells that target a single creature, so Fireball doesn't qualify.
Despite picking that nit, your point is very valid. If NPCs get PC stuff, it's s tougher world.
Meant Quicken Spell.
Quote from: Sommerjon;837795Meant Quicken Spell.
Ah. I don't have the text of Quicken Spell handy, but in that case even though you can make fireball a bonus action, you can't then cast a non-cantrip with your remaining action due to the general spellcasting limitations under Casting Time.
Quote from: Natty Bodak;837800Ah. I don't have the text of Quicken Spell handy, but in that case even though you can make fireball a bonus action, you can't then cast a non-cantrip with your remaining action due to the general spellcasting limitations under Casting Time.
Ah, that's true. Knew there was something about that. I'd play attention more if I really gave a shit about this edition.
Makes you wonder why even bother to play as a Sorcerer.
Quote from: Sommerjon;837830Ah, that's true. Knew there was something about that. I'd play attention more if I really gave a shit about this edition.
Makes you wonder why even bother to play as a Sorcerer.
I'm a fan of 5e so far, but I'm with you on the Sorcerer thing. Comparing the evocation Wizard's always-on Sculpt Spell to the Sorcerer's point-fueled Carefull Spel, you have to wonder whose girlfriend the Sorcerer stole. I'm sure there's great situational value in Sorcerer metamagic, but that sticks out to me like a sore thumb.
Also, they really should have invested a couple of extra words for a few reminders about these little rule cascades/references in the text of things like Quicken Spell and darkvision, etc.
Can cast this, if X, which lets you Y, but only if Z...
That's it--I'm quitting 5E as of this moment.:-)
Quote from: Sommerjon;837795Meant Quicken Spell.
Quicken spell turns the spell into a bonus action spell. Which leaves you with either A: only a cantrip if you cast it first, or B: unable to quicken the fireball because you already cast a non-cantrip.
Quote from: cranebump;837837Can cast this, if X, which lets you Y, but only if Z...
That's it--I'm quitting 5E as of this moment.:-)
If you would have followed the PHB index redirections all the way through, you would have seen that quitting requires a free hand, which can also be the same hand you use for a rude somatic gesture, but is not hindered by the grapple condition.
But you can always house rule it!
Quote from: cranebump;837837Can cast this, if X, which lets you Y, but only if Z...
That's it--I'm quitting 5E as of this moment.:-)
Its only "Can cast Bonus spell if primary spell is cantrip.
Twinned spell just turns a spell into a bonus spell. In this case the rule wording is to prevent abuse and to curb some of the rules lawyers trying to game the system.
And someone still tried to claim they could cast fireball then cast a quickened fireball because its a bonus action came
after.
Nice try. but sorry. No you aint. Next.
Quote from: Natty Bodak;837839If you would have followed the PHB index redirections all the way through, you would have seen that quitting requires a free hand, which can also be the same hand you use for a rude somatic gesture, but is not hindered by the grapple condition.
But you can always house rule it!
I prefer THIS explanation.:-)
Quote from: Natty Bodak;837839If you would have followed the PHB index redirections all the way through, you would have seen that quitting requires a free hand, which can also be the same hand you use for a rude somatic gesture, but is not hindered by the grapple condition.
But you can always house rule it!
It helps if you have an Aggravating Focus to ignore required additional material — and you can juggle it in the same hand doing the rude somatic gesture!
:D
Quote from: Sommerjon;837787Not cherry-picking.
A CR3 arcane spellcaster in 5e is 5th lvl.
So it's cherry picking a party and an enemy that has a CR that doesn't match the challenge it presents to that party (with the advantage of bad tactics by the party and winning initiative). CR isn't an infallible indicator of how tough something is in all circumstances. The example is still cherry picking.
Quote from: rawma;837892So it's cherry picking a party and an enemy that has a CR that doesn't match the challenge it presents to that party (with the advantage of bad tactics by the party and winning initiative). CR isn't an infallible indicator of how tough something is in all circumstances. The example is still cherry picking.
Who cares about "tactics" this is rpgsite no matter what is said another has already gone through that very thing with a completely different outcome dozens of times already.
I don't care what people are doing in their home games.
I am looking at their published products. PotA is silly about it. 1d4 CR3 spellcasters on flying mounts no less. That is an encounter a 3rd lvl group can go up against. Luckily they don't have fireball, they gots lightning bolts. If played the way they suggest, they ain't stopping to parley. They be killing you and taking your stuff.
Quote from: Sommerjon;837911Who cares about "tactics"
Those of us whose characters are still alive care. Others can carve those four words onto their characters' tombstones.
QuoteI am looking at their published products. PotA is silly about it. 1d4 CR3 spellcasters on flying mounts no less. That is an encounter a 3rd lvl group can go up against. Luckily they don't have fireball, they gots lightning bolts. If played the way they suggest, they ain't stopping to parley. They be killing you and taking your stuff.
Do you and Doom ever
read the published products?
Spoiler
I believe you're referencing the Air Cult Skyriders, page 30: They don't appear in the "Early Travels" table; the "Later Travels" table is for chapter 5, when the PCs should be 10th level, if you follow the various Character Advancement sidebars (pages 41, 75, 113). But they could appear via the River Travels table, although the river is at least 40 miles away (map, page 32) and they are led by a Feathergale Knight who "survey the land around Feathergale Spire, guarding the entrance to the air cult's hidden temple" and their cult "relies upon deception and trickery to ... defeat its enemies" (page 189) - all giving little motivation to attack as you suggest. (The player characters can approach Feathergale Spire and be invited inside if they're friendly - "Peaceful visitors who approach openly are welcome", page 46.). And 3rd level PCs have probably not brought much attention to themselves, except perhaps by giving the Cult of the Black Earth a black eye in Red Larch, which will probably endear them to the air cult. Players with 3rd level characters who do attack people on hippogriffs and giant vultures without knowing what's going on should be killed (this is "bad strategy" rather than "bad tactics"), although the DM can rescue them with friendly aarakocra (as on page 50).
The very bad organization of that book is much more annoying than the encounter you complain of.
Quote from: rawma;838015Those of us whose characters are still alive care. Others can carve those four words onto their characters' tombstones.
You forgot
this is rpgsite no matter what is said another has already gone through that very thing with a completely different outcome dozens of times already.See that's the problem with "tactics" on the internet.
Quote from: rawma;838015Do you and Doom ever read the published products?
Yes.
Quote from: rawma;838015I believe you're referencing the Air Cult Skyriders, page 30: They don't appear in the "Early Travels" table; the "Later Travels" table is for chapter 5, when the PCs should be 10th level, if you follow the various Character Advancement sidebars (pages 41, 75, 113). But they could appear via the River Travels table, although the river is at least 40 miles away (map, page 32) and they are led by a Feathergale Knight who "survey the land around Feathergale Spire, guarding the entrance to the air cult's hidden temple" and their cult "relies upon deception and trickery to ... defeat its enemies" (page 189) - all giving little motivation to attack as you suggest.
Strange how you are only quoting part of their description. Them there other parts ain't making them look so nice. How convenient for you.
Quote from: rawma;838015(The player characters can approach Feathergale Spire and be invited inside if they're friendly - "Peaceful visitors who approach openly are welcome", page 46.).
Has squat to do with a random river travels encounters.
Oh look. All of them have deception as a way to gain entrance. Your point?
Quote from: rawma;838015And 3rd level PCs have probably not brought much attention to themselves,
Random encounter is random?
Quote from: rawma;838015except perhaps by giving the Cult of the Black Earth a black eye in Red Larch, which will probably endear them to the air cult.
If you follow the choo-choo? What happens if the group doesn't want to follow the choo-choo?
Quote from: rawma;838015Players with 3rd level characters who do attack people on hippogriffs and giant vultures without knowing what's going on should be killed (this is "bad strategy" rather than "bad tactics"),
Oh, I see.
NPCs have to parley How unimaginative.
Quote from: rawma;838015although the DM can rescue them with friendly aarakocra (as on page 50).
Sorry the aarakocra are over 50 miles away from the river travels. I guess you could have aarakcocra always shadow air cultists, just in case.
Quote from: rawma;838015The very bad organization of that book is much more annoying than the encounter you complain of.
Not complaining about the encounter. It is an encounter that a group can go against.
Quote from: Sommerjon;838088You forgot this is rpgsite no matter what is said another has already gone through that very thing with a completely different outcome dozens of times already.
See that's the problem with "tactics" on the internet.
So ... your argument is that the only possible result is a TPK by the CR3 caster against the 4th level party, because here on the forum every possible different outcome exists, and therefore only one outcome is possible.
Quote from: rawma;838015Do you and Doom ever read the published products?
Quote from: Sommerjon;838088Yes.
Evidently not.
Spoiler
QuoteStrange how you are only quoting part of their description. Them there other parts ain't making them look so nice. How convenient for you.
If you mean the description of the Skyweavers specifically ("Skyweavers brim with rage and desire" and "thrill with the rush of releasing raw elemental energy"), I didn't view it as relevant for a group whose leader is a Feathergale Knight, a fop who is in denial about his degree of decadence and corruption; you did read the part where initiates to the cult gain what they seek but lose their free will? And the Feathergale Society is
secretly dedicated to Yan-C-Bin; attacking rampantly kind of blows their cover and their self-image as "aerial enthusiasts". With no indication that the air cult is in disarray, I don't expect a mutiny, so the attitude of the non-leaders is unimportant. But if they were that violent, I would expect that after flying 40 miles in a non-barren region, the attack-anyone-on-sight skyweavers would be out of lightning bolts.
QuoteHas squat to do with a random river travels encounters.
I'm quoting for the attitude of the air cultists. If they're not instantly murderous in their own stronghold, why would they be, near a river 40 miles away?
QuoteOh look. All of them have deception as a way to gain entrance. Your point?
Obviously way, way over your head.
QuoteOh, I see. NPCs have to parley How unimaginative.
Where did that come from? My point was that 3rd level characters faced with unknown humanoids on hippogriffs and vultures probably shouldn't start the fight. I would be unhappy if my DM gave no indication that the river area is more dangerous to the 3rd level party than the nearby hills. But your attitude that
NPCs have to attack is really the gold standard for unimaginative.
QuoteSorry the aarakocra are over 50 miles away from the river travels. I guess you could have aarakcocra always shadow air cultists, just in case.
Yeah, you didn't read it. Aarakocra scouts are one line above the air cult skyriders in the River Travels encounter chart, and are described on the same page: they "attack those who appear to be elemental cultists. Otherwise the aarakocra might be helpful." So obviously some can be in the vicinity. Unless it's also your unimaginative opinion that one and only one random encounter is allowed at a time and that you'll be arrested if you soften the nastiest random encounter on the table by throwing in some potential allies.
QuoteNot complaining about the encounter. It is an encounter that a group can go against.
"I am looking at their published products. PotA is silly about it. 1d4 CR3 spellcasters on flying mounts no less. That is an encounter a 3rd lvl group can go up against. Luckily they don't have fireball, they gots lightning bolts. If played the way they suggest, they ain't stopping to parley. They be killing you and taking your stuff." isn't complaining?
DMs have a lot of latitude. "Place an encounter in the range that fits the story you want. Every encounter need not be a confrontation." (page 30) - so explicit permission to make it what you want is given. Rigging it for the benefit of the story you want is too much for me, but I'm OK with non-confrontation or sub-optimal tactics for over-powered encounters if the role-playing justifies it. With your style, nobody should make it through Thundertree in the Starter Set: that's a 3rd level party meeting a Young Green Dragon.
Totaling the XP for the various River Travels encounters, this one is 1300-4000XP depending on the number of skyweavers; the only other encounter that averages higher than that minimum is the Water Elemental (1800XP), and no other maxes out at the average XP of that encounter - even before considering that spellcasters against low level parties are underrated by CR. So I would believe that the table was meant to have air cult scouts there (900 to 2250 XP).
Quote from: rawma;838113So ... your argument is that the only possible result is a TPK by the CR3 caster against the 4th level party, because here on the forum every possible different outcome exists, and therefore only one outcome is possible.
No. Possible different outcome exists, therefore I gives a fuck about your "tactics".
Quote from: rawma;838113Evidently not.
You can say it as much as you want, perhaps it makes you feel better.
Quote from: rawma;838113If you mean the description of the Skyweavers specifically ("Skyweavers brim with rage and desire" and "thrill with the rush of releasing raw elemental energy"), I didn't view it as relevant for a group whose leader is a Feathergale Knight, a fop who is in denial about his degree of decadence and corruption; you did read the part where initiates to the cult gain what they seek but lose their free will? And the Feathergale Society is secretly dedicated to Yan-C-Bin; attacking rampantly kind of blows their cover and their self-image as "aerial enthusiasts". With no indication that the air cult is in disarray, I don't expect a mutiny, so the attitude of the non-leaders is unimportant. But if they were that violent, I would expect that after flying 40 miles in a non-barren region, the attack-anyone-on-sight skyweavers would be out of lightning bolts.
I'm talking about the whole Feathergale Knight Entry + the entry on the Howling Hatred Cultists. I'm not cherry picking certain parts.
Quote from: rawma;838113I'm quoting for the attitude of the air cultists. If they're not instantly murderous in their own stronghold, why would they be, near a river 40 miles away?
The attitude of, we are trying to hide our true selves behind a mask of civility?
The concept that the elemental cults are batshit crazy fuckers?
The whole goddamn book is about the elemental cults attacking the valley.
Yet for some dumb reason you full stop at
they're not instantly murderous in their own stronghold and apply that to everywhere.
Quote from: rawma;838113Obviously way, way over your head.
Air Cult "Peaceful visitors who approach openly are welcome", page 46.
Water Cult "If the characters approach openly and politely ask for admittance for almost any plausible reason, the cultists welcome them", page 52
Earth Cult "Recruit or Members?" page 60.
Fire Cult "Scarlet Moon Hall" page 69.
See they all are trying to appear as something they are not, reason why the welcome the characters.
Quote from: rawma;838113Where did that come from? My point was that 3rd level characters faced with unknown humanoids on hippogriffs and vultures probably shouldn't start the fight. I would be unhappy if my DM gave no indication that the river area is more dangerous to the 3rd level party than the nearby hills. But your attitude that NPCs have to attack is really the gold standard for unimaginative.
Terrain dictates.
Giant Vultures in 5e are a joke.
Feathergale Knight's ranged weapon is a spear. Yawn.
And you keep saying hippogriffs, they are only mentioned being in the stables of Feathergale Spire, they are never used.
Quote from: rawma;838113Yeah, you didn't read it. Aarakocra scouts are one line above the air cult skyriders in the River Travels encounter chart, and are described on the same page: they "attack those who appear to be elemental cultists. Otherwise the aarakocra might be helpful." So obviously some can be in the vicinity. Unless it's also your unimaginative opinion that one and only one random encounter is allowed at a time and that you'll be arrested if you soften the nastiest random encounter on the table by throwing in some potential allies.
I guess you could have aarakcocra always shadow air cultists, just in case.
No it would be smarter to change the air cultist encounter for something else then to plop more and more encounters into one grand event.
Quote from: rawma;838113"I am looking at their published products. PotA is silly about it. 1d4 CR3 spellcasters on flying mounts no less. That is an encounter a 3rd lvl group can go up against. Luckily they don't have fireball, they gots lightning bolts. If played the way they suggest, they ain't stopping to parley. They be killing you and taking your stuff." isn't complaining?
No that was in response to your bit about cherry picking.
They have multiple encounters like that for 3&4 lvl groups in PotA
Quote from: rawma;838113DMs have a lot of latitude. "Place an encounter in the range that fits the story you want. Every encounter need not be a confrontation." (page 30) - so explicit permission to make it what you want is given. Rigging it for the benefit of the story you want is too much for me, but I'm OK with non-confrontation or sub-optimal tactics for over-powered encounters if the role-playing justifies it. With your style, nobody should make it through Thundertree in the Starter Set: that's a 3rd level party meeting a Young Green Dragon.
IDK, we 3 manned that Dragon encounter.
The group is currently lvl 5 just got done taking out Riverguard Keep. Gained entry by subterfuge, btw. They spent almost a month inside the Keep before attacking. On the way to the Keep at lvl5 rolled that skyweaver encounter, ignored it.
Back on topic.
The errata notes on the WOTC site for the errata PDF indicate that 5e is into its 3rd print run. That would seem to indicate that the game is doing pretty good then.
QuoteThe eagle-eyed Sam Simpson, a member of our customer service team, noticed that the document released on June 10 missed a few details that appear in the third printing of the Player's Handbook. As a result, we've updated the document to version 1.1 to be truly comprehensive.
Quote from: Sommerjon;838143No. Possible different outcome exists, therefore I gives a fuck about your "tactics".
The point of tactics is not certainty but to improve the odds. Carry on with your tactic of complaining that encounters are too hard.
QuoteI'm talking about the whole Feathergale Knight Entry + the entry on the Howling Hatred Cultists. I'm not cherry picking certain parts.
Quoting relevant parts is not cherry picking; the additional parts don't override the parts I quoted.
QuoteThe attitude of, we are trying to hide our true selves behind a mask of civility?
The concept that the elemental cults are batshit crazy fuckers?
The whole goddamn book is about the elemental cults attacking the valley.
Yet for some dumb reason you full stop at they're not instantly murderous in their own stronghold and apply that to everywhere.
The attacks are not openly made (at the point where the PCs are 3rd level). And 40 miles away is not far away, and any witness is going to associate attacks from giant vulture riders with the aerial enthusiasts who train them.
If you want to play a game where everybody, PC and NPC, attacks instantly without any tactics, that's up to you. The published adventure does not force anyone else to do so.
QuoteTerrain dictates.
Dictates what? That the player characters must attack? That the Feathergale Knight must attack? Both sides? All without using any tactics? :rolleyes:
QuoteThey have multiple encounters like that for 3&4 lvl groups in PotA
Where? The skyweavers are the only such random encounter, and only in the river vicinity, and I don't see any other instances before the party should have leveled up.
QuoteIDK, we 3 manned that Dragon encounter.
The group is currently lvl 5 just got done taking out Riverguard Keep. Gained entry by subterfuge, btw. They spent almost a month inside the Keep before attacking. On the way to the Keep at lvl5 rolled that skyweaver encounter, ignored it.
You seem to have no point except inconsistent gotchas that collapse at the first scrutiny. The adventure specifically authorizes the DM powers that your group used; not every encounter need be a confrontation.
Quote from: rawma;838284The point of tactics is not certainty but to improve the odds. Carry on with your tactic of complaining that encounters are too hard.
Again I am not complaining. This may be hard for you to understand. I am agreeing with Doom that according to WotC a 5lvl spellcaster is a CR3.
Quote from: rawma;838284Quoting relevant parts is not cherry picking; the additional parts don't override the parts I quoted.
lmao. This is precious.
You ignoring parts of the entries for the howling hatred cult and feathergale knights, is in no way cherry picking. :rolleyes:
Doom talking about a specific time in the game where the spells of NPCs outclass the party is cherry picking. :rolleyes:
Quote from: rawma;838284The attacks are not openly made (at the point where the PCs are 3rd level). And 40 miles away is not far away, and any witness is going to associate attacks from giant vulture riders with the aerial enthusiasts who train them.
If you want to play a game where everybody, PC and NPC, attacks instantly without any tactics, that's up to you. The published adventure does not force anyone else to do so.
You roll for random encounters 4 times a day while out and about in the dessarin valley. That would seem to indicate you roll for an encounter 4 times a day while out in the wilderness of the dessarin valley.
Perhaps you start right at red larch and follow the railroad, more power to you.
My group started in Waterdeep and went north. They had 3 encounters before they even got to Red Larch.
Early Travels cultist encounters are called : Air Cult Scouts, Water Cult Marauders, Earth Cult Robbers, Fire Cult Raiders.
That is some pretty aggressive naming of people who want to
parley.
40+ miles is the closest the river is to the spire, What happens if the encounter is just outside of Womford, you know 90 miles away or near Yartar 180 miles away.
Why would the cultists leave witnesses?
Quote from: rawma;838284Dictates what? That the player characters must attack? That the Feathergale Knight must attack? Both sides? All without using any tactics? :rolleyes:
Means that every encounter is unique.
First time the group encountered Air Cult Scouts was in the middle of the night. What do you think happened?
Quote from: rawma;838284Where? The skyweavers are the only such random encounter, and only in the river vicinity, and I don't see any other instances before the party should have leveled up.
And you accuse me of not reading.:rolleyes:
Best part, I already mentioned the encounter in this thread.
Quote from: rawma;838284You seem to have no point except inconsistent gotchas that collapse at the first scrutiny. The adventure specifically authorizes the DM powers that your group used; not every encounter need be a confrontation.
You haven't mentioned a goddamn thing that collapses anything I have said. You've been cherry picking parts of the module to fit your narrative and ignore the rest.
How many encounters against Cultists should be confrontations then? You infer of having the number.
Quote from: Sommerjon;838313I am agreeing with Doom that according to WotC a 5lvl spellcaster is a CR3.
I guess I shouldn't expect you to read my posts when you haven't read a book that you might even have paid money for.
Quote from: rawma;838317I guess I shouldn't expect you to read my posts when you haven't read a book that you might even have paid money for.
Keep saying "no you didn't" all you want.
You accuse others of cherry picking, then to suit your narrative you cherry pick.
When this thread started I sorta liked 5E. Not anymore...
Quote from: Sommerjon;838347You accuse others of cherry picking, then to suit your narrative you cherry pick.
When Doom makes absolute statements about caster supremacy, it's a universal statement; choosing the most favorable situation to support it is cherry picking. What level party would do as badly against the CR6 level 9 mage in the Monster Manual? In all of the N+epsilon level caster versus Nth level party, 5 versus 4 is the best for the caster. And then he adds other favorable assumptions, like initiative. So, cherry picking.
Presenting counterexamples to a universal statement is not cherry picking.
With regards to your statements, I still have no idea what you're trying to say, since you contradict yourself constantly.
Quote from: cranebump;838349When this thread started I sorta liked 5E. Not anymore...
It's a lot more fun to play than to argue about.
Quote from: rawma;838354When Doom makes absolute statements about caster supremacy, it's a universal statement; choosing the most favorable situation to support it is cherry picking. What level party would do as badly against the CR6 level 9 mage in the Monster Manual? In all of the N+epsilon level caster versus Nth level party, 5 versus 4 is the best for the caster. And then he adds other favorable assumptions, like initiative. So, cherry picking.
No he was giving his opinion. He dug his heels in when people started to pile on. Their refutes were nothing but "tactics".
Quote from: rawma;838354With regards to your statements, I still have no idea what you're trying to say, since you contradict yourself constantly.
Prove it.
Quote from: rawma;838354When Doom makes absolute statements about caster supremacy, it's a universal statement; choosing the most favorable situation to support it is cherry picking. What level party would do as badly against the CR6 level 9 mage in the Monster Manual? In all of the N+epsilon level caster versus Nth level party, 5 versus 4 is the best for the caster. And then he adds other favorable assumptions, like initiative. So, cherry picking.
That was my worry as well. A fifth level party versus a sixth level wizard plays very differently (counter-spell, fireball, action surge with 2 attacks per round). Adding loss of initiative (or surprise) is odd with a wizard (not usually a stealthy monster) versus a party that you would expect to have a scout in (e.g. trained perception). These sorts of things can play havoc with the guideline CR in the book.
In general terms, casters have weakened a lot. Spells no longer scale by level, much (some exceptions), and require higher level slots for stronger effects. The main exceptions (cantrips) aren't leaps and bounds stronger. Casters have many few high level spell slots (a 20th level wizard has only 1 8th and 9th level spells -- with no attribute bonus spells this is significant). The capping of casting stats at 20 makes the super-high DC spell strategy work less well.
It is not perfect but extremely strong spell casters have been an issue for the history of the game (with the possible exception of 4E). 5E solves the problem differently than AD&D (where a lot of it was mostly spell interruption, with a little bit of extra risk on key spells). Spell interruption could be frustrating and led to strange arms races (my wizard is in disguise). Plus, it was often ignored in practice -- which isn't an issue with the rules set balance so much as good design is to not use often disliked or disregarded rules as key balance points.
I don't want to say that 5E handles magic perfectly. It does not. But it does attempt to make the classes more balanced.
I think what rubs some the wrong way, even me, is that the handling of the balance was a little heavy handed. Cantrips being the most glaring. Even with their various limiters. They still so a fair amount of damage depending on the situation and what you have loaded. But aside from the various perks of some of the cantrips like slowing. They match up overall to what a fighter can output with judicious weapon selection. And the fighter can outperform a cantrip if they really focus on pure assault.
But we have overall gone from Gandalf or Merlin to Doctor Strange or Zatanna.
Quote from: Omega;838365I think what rubs some the wrong way, even me, is that the handling of the balance was a little heavy handed. Cantrips being the most glaring. Even with their various limiters. They still so a fair amount of damage depending on the situation and what you have loaded. But aside from the various perks of some of the cantrips like slowing. They match up overall to what a fighter can output with judicious weapon selection. And the fighter can outperform a cantrip if they really focus on pure assault.
But we have overall gone from Gandalf or Merlin to Doctor Strange or Zatanna.
Gandalf wasn't very wizard-like in the first place, but at higher levels in AD&D 2e, casters became Dr. Strange anyway, so I'm not sure why starting earlier is any more odd.
Quote from: Christopher Brady;838372Gandalf wasn't very wizard-like in the first place, but at higher levels in AD&D 2e, casters became Dr. Strange anyway, so I'm not sure why starting earlier is any more odd.
In AD&D and even BX you could not effectively cast magic all day. You could not fire off a d10 flame bolt round after round. Your ammo was limited.
In 2e you had 4 1st level spells at level 10, 5 level 20.
Quote from: Omega;838365But we have overall gone from Gandalf or Merlin to Doctor Strange or Zatanna.
This is a very good point. It isn't necessarily bad: Doctor Strange can adventure quite nicely with Wolverine and Spider Man. But it isn't to everyone's taste.
In my game last night, the party battled against a bunch of yuan ti, who kept spamming their Suggestion spell. It made for a fun and tenseful battle.
The party wizard used Counterspell to stop a couple of the Suggestions. A couple PCs made their saving throws. I had ruled that the yuan ti did their innate spellcasting by staring with mezmerizing snake eyes, so the paladin tried to shut down the abomination's spellcasting with her blinding smite which I would have let work but the abomination made its save.
Panic started ensuing in the party when two PCs were both under Suggestion to flee the dungeon. But, the remaining two PCs were able to focus fire on the yuan ti and broke their concentration by piling on the damage.
5e spellcasting makes for a fun game, with consequential spells that the party has a variety of methods to handle.
Quote from: Votan;838432This is a very good point. It isn't necessarily bad: Doctor Strange can adventure quite nicely with Wolverine and Spider Man. But it isn't to everyone's taste.
Have to say it's not to mine. Just reading about all the spell/conterspell, blahblahblah makes me a tad ill. That's what the damned game argumentation always seems to come down to--physics bending, reality-breaking shortcuts. Discussions of balance seems to diminish when you take magic out of the picture. (Now bracing for onslaught of spell apologists).
Note to self--drop out of that 5E game you're in, buddy. You're only fooling yourself.
Sword 'n sorcery/sandal it is not. I'm still working on how I want to parse my 5e campaign edits to get closer to a low/no magic setting. Just porting over my Birthright game has its challenges because of infinite cantrips, no martial spell counter, and V,S,M changes.
A pity because there's lots of little rules that simplify other things, like exhaustion, suffocation, riding, and travel rules.
Quote from: Opaopajr;838559Sword 'n sorcery/sandal it is not. I'm still working on how I want to parse my 5e campaign edits to get closer to a low/no magic setting. Just porting over my Birthright game has its challenges because of infinite cantrips, no martial spell counter, and V,S,M changes.
A pity because there's lots of little rules that simplify other things, like exhaustion, suffocation, riding, and travel rules.
That is a similar discussion the group I play with has had. They would like to try something more low fantasy like they had in Red Shetland, but with the 5e rules. 5e is pretty flexible. Would not be that hard. Just limit classes and remove most monsters and you are well on the way. Magic items are already few and far between. So not much needs to be done there.
Quote from: Opaopajr;838559Sword 'n sorcery/sandal it is not.
It never was. It was meant to be for a war game, you had your Hero unit and your minion units and they all went on an adventure, involving resource management.
Quote from: Christopher Brady;838615It never was. It was meant to be for a war game, you had your Hero unit and your minion units and they all went on an adventure, involving resource management.
Oh, you're joking about my Birthright example? Heh, ok. :p
Quote from: Opaopajr;838617Oh, you're joking about my Birthright example? Heh, ok. :p
Henchmen? Hirelings? That the old AD&D 2e Monster Manual had numbers of Goblins and other humanoids in the 4-40 per encounter. The original game was an evolution of the old medieval reenactment war games.
Quote from: Opaopajr;838559Sword 'n sorcery/sandal it is not. I'm still working on how I want to parse my 5e campaign edits to get closer to a low/no magic setting. Just porting over my Birthright game has its challenges because of infinite cantrips, no martial spell counter, and V,S,M changes.
A pity because there's lots of little rules that simplify other things, like exhaustion, suffocation, riding, and travel rules.
Strange - I'm finding 5e fantastic for my swords & sorcery campaign. It might be a player-side issue. One thing I did was incentivise playing humans by providing variant humans with different attribute modifier arrays:
Altanian: +2 STR +1 DEX +2 CON +0 INT +1 WIS +0 CHA
Amazon: +1 STR +1 DEX +0 CON +0 INT +2 WIS +2 CHA
Another bigger thing I did was have all the Pregens be human non-caster: Fighter, Barbarian, Rogue, which players could then tweak as desired. My current group is Barbarian, Rogue, Warlock, all human, with another occasional Barbarian.
You could take it further by limiting class options to Barbarian Fighter Rogue and Warlock, that should feel very S&S. Or eliminate Warlock in a no-magic campaign.
Quote from: S'mon;838650Strange - I'm finding 5e fantastic for my swords & sorcery campaign. It might be a player-side issue. One thing I did was incentivise playing humans by providing variant humans with different attribute modifier arrays:
Altanian: +2 STR +1 DEX +2 CON +0 INT +1 WIS +0 CHA
Amazon: +1 STR +1 DEX +0 CON +0 INT +2 WIS +2 CHA
Another bigger thing I did was have all the Pregens be human non-caster: Fighter, Barbarian, Rogue, which players could then tweak as desired. My current group is Barbarian, Rogue, Warlock, all human, with another occasional Barbarian.
You could take it further by limiting class options to Barbarian Fighter Rogue and Warlock, that should feel very S&S. Or eliminate Warlock in a no-magic campaign.
That's very much like the old Mongoose Conan game, I approve, by the by.
And yes, limiting options can. Thing is, 5e is one of the most flexible editions of D&D in recent memory, so frankly, it's actually pretty easy to mod aspects of it as you say.
And that's one of my favourite things about this edition.
Quote from: Votan;838432This is a very good point. It isn't necessarily bad: Doctor Strange can adventure quite nicely with Wolverine and Spider Man. But it isn't to everyone's taste.
I would say this is system-dependent. The comparison of Dr. Strange and Wolverine in relative terms to 5e mechanics is vastly different than say - Dr. Strange and Wolverine in MSH mechanics.
Dr. S in MSH is still ridiculously powerful. But Wolverine in MSH could *easily* one-shot him, and mechanically exemplifies his abilities much better than his 5e counterpart.
This is not to say you couldn't create a facsimile - but in relative terms Wolverine would be like a 14th level Barbarian or whatever (not going to argue modeling Wolvy in D&D. Don't try it.) and Dr. Strange would be beyond 20th level. And that's a magnificently wide gap.
That said - this thread is silly. 5e is plenty flexible to give tactical players and TotM players everything they want, imo.
How is everyone liking its adaptability?
Seems pretty good. You just need to be willing to tinker a little. Or alot.
Adaptability? So far I've only been playing RAW so as to be fair and even handed once I start changing things up for the next campaign. But so far I don't see any issues.
I'm really looking forward to hacking the game using a lot of stuff from the DMG.
The only thing that I'm not sure of handling is weapon and armor proficiency allotment by class: in different settings (eg, in Ancient Greece) it gets tricky to adjust that stuff, especially if the weapon lists get shrunk down a great deal. Frankly I'd like to ditch those or re-work them somehow while still giving the martial classes some kind of benefit.
Quote from: Necrozius;839344The only thing that I'm not sure of handling is weapon and armor proficiency allotment by class: in different settings (eg, in Ancient Greece) it gets tricky to adjust that stuff, especially if the weapon lists get shrunk down a great deal. Frankly I'd like to ditch those or re-work them somehow while still giving the martial classes some kind of benefit.
I would generally see weapons as a much smaller issue than armor. Any likely setting will have some martial weapons and the loss of a few points of damage isn't going to sink a class (which is about the worst outcome if the best weapon drops fro 2d6 to 1d8).
Armor is trickier, as it really does play a big role for classes like Fighter and Paladin. But then you can always decide full Hoplite gear is really Plate armor -- it isn't all that different than practical battle plate.
Quote from: Votan;839554I would generally see weapons as a much smaller issue than armor. Any likely setting will have some martial weapons and the loss of a few points of damage isn't going to sink a class (which is about the worst outcome if the best weapon drops fro 2d6 to 1d8).
Armor is trickier, as it really does play a big role for classes like Fighter and Paladin. But then you can always decide full Hoplite gear is really Plate armor -- it isn't all that different than practical battle plate.
Turning armour into DR might help? Give a scaling AC based on the Proficiency bonus?
Quote from: RPGPundit;839301How is everyone liking its adaptability?
It's good enough for me, but th m I don't tend to houserule much.
I prefer to have a look at the alternate rules in the phb and dmg and pick and choose from there.
One of the nice things about 5e is that you can adapt it without having to even house rule. Classes and races can be omitted and the DMG even suggests it. Not to mention Basic does it heavily.
Quote from: Omega;839595One of the nice things about 5e is that you can adapt it without having to even house rule. Classes and races can be omitted and the DMG even suggests it. Not to mention Basic does it heavily.
Yes. I think it was important that this be present not just as an 'optional sidebar' or something like that, but right in the material itself.