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[D&D 5E] Nothing is true, everything is permitted.
Posts
It doesn't remove the core argument of the thread which I take as "5E uses vague rules and relies on DM adjudication." I agree that using anything outside of a grid places more burden on the DM, but I'll argue that the strain is rather light and the benefits are disproportionally great.
While I agree with this, it requires a good/great DM and players with some level of imagination to make everything work on the fly. The grid and the rules that support it work despite the skill level of the people playing it. 4e's combat worked well straight out of the box, no matter the level of skill and it let you do cool shit. Theater of the mind takes a lot of work to make it work well, among all the players and DM, especially with a big complicated combat.
This is the same discussion people have all the time though. There are two types of D&D, there is one where a new group cracks open the books for the first time and starts to play the game. then there is another group that has been playing for years over multiple editions with all their own little foibles. D&D is trying to cater to both at the same time in it's rules. I would prefer D&D lay out a tight solid rules set that works explicitly and easily out of the box, but then also have a whole big chapters on role-playing, theater of the mind and ways to grow the table beyond just what the rules say.
4e gave a mostly solid rules set *if bloated by the 3rd players manual/monster manual* but didn't do too much but a blurb about ways to expand the game beyond them.
5e has shrank down the rules set, but in using natural language has left a lot of weird RAW versus RAI issues. I love the stuff like advantage, and not having a ton of + or - modifiers to things, but I wish it was written like 4e with clear terminology.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
The problem is I should be able to say to the DM "if the goblin chooses to retreat from me in order to use his sling safely, I will aggressively advance so as to not give him the chance to do so."
In a narrative game this statement would be a no problem. But in DnD the answer to that question is no, because we model things in discrete chunks. So, no, even though it makes sense for you to be able to aggressively advance on the goblin so as to not give him the chance to use his sling, you may not do so, because on his turn he can move and shoot. (Held actions notwithstanding of course, since you have to give up your turn to do so, and in that case, the same thing happens, just one turn later)
The attack of opportunity is essentially just a concession to that incapability of the system saying "okay yeah you can't just follow him but I'll give you either a free attack or he can't move very far to do his thing so you can easily keep up."
The AoO is not attempting to model how difficult it is to hold your guard, it's attempting to gracefully concede that your character is incapable of advancing at the moment another character retreats, or instantly react to any kind of movement basically. In my opinion it does an exceedingly poor job of making that concession because I find a single attack that may or may not even hit is rarely a threat worth considering in DnD, but, that's neither here nor there.
In 5E as written, it's already mostly pointless to get next to a spellcaster beyond wanting to hit them with a weapon. The penalty for casting in combat is you get disadvantage on your ranged attack rolls. That's it - you don't provoke attacks, you don't have a risk of losing your spell. So just choose any spell that doesn't have a ranged attack roll, problem solved.
Or use a melee spell.
The caster is often going to try to flee melee so that you don't kill them with physical violence. Especially if they got guys to tie you up in melee.
I guess my counterpoint to this is that all of those things are still possible when you have a map in front of you. Difficult terrain, terrain maneuvers, improvised actions... all of those things are still just as easy to imagine and adjudicate when there's a map. Plus you have the added benefit of everyone having the same baseline to work from, and if there's difficult terrain (for example) in the room, everyone can remember where it is and use it if they want because it's right there, on the map, where you can see it.
A map doesn't prevent cool stuff. It's not an either/or situation.
hey everyone wants to sac the qb before they ditch the ball, It's why ya gotta give em a set of linemen
Oh yeah, solid agreement with you there. In a perfect world I'd have a really cool 3D map without a grid like the ones Perkins sometimes unveils during the PAX games. My big limiting factor right now is just time and proficiency with making maps and miniatures. But yeah I like using a map for relative positioning, only that when I do I don't use a grid for movement and effects. In that case I just kinda eyeball distances using range rings.
I don't really see that as pointless though. That enemy just removed your caster's option of eliminating the more dangerous ranged enemies from the fight by forcing it to use melee spells against the creature that moved next to them, which could very well be a tank-focused enemy whose job is to to that and eat damage.
Hell, that's half my job as a Defender: to stand next to the threatening enemies and force them to either take Disadvantage on their rolls against our squishier party members, or force them to target me, the guy with the most HP in the party and higher AC than most anyone else.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
This comes back to why I'm bummed we use 5ft step. Caster steps back and casts big AOE spell while my melee guys goes *oh well!*.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Pretty sure disengage is 15ft move and uses action last i looked at it, and then you can still do your regular move, whereas regular move is 30ft.
The problem is that it doesn't force them to use melee spells, it just gives them an accuracy penalty if they try to use a spell that makes an attack roll. There are plenty of spells that don't make attack rolls.
A wizard in melee with you can pirouette gently in a circle around you and then drop a fireball all over your squishy backline with no penalty whatsoever unless you've got the Mage Slayer feat.
In most cases getting in melee with a caster mostly only matters as a way to keep them from walking out of a Silence spell you've hopefully also put up.
(And even then unless you've got Sentinel or something similar, they're probably still going to walk out of it and cast their spells, you'll just get a free attack in the process.)
PHB p192
That's it. No extra movement and no movement penalty.
- beady eyes
- slightly enlarged front teeth
- nose lengthens slightly
- ears become larger
- uncontrollable taste for cheese
- squeaks when surprised
- nearly invisible blonde whiskers on your cheeks
- a habit of tucking food in your cheeks
- aversion to bathing
Actually, I can't be the first person whose thought of this, let me check the internet... Well, I'm kinda disappointed I didn't find anything. I'm sure there's a Dragon magazine from the early 90s that has exactly this table in it.
Finger nail growth, gnarled knuckles, just general rat hands.
Tendency to walk on the balls of the feet.
General rat feet.
Tail maybe? Probably makes wearing normal armor or clothing uncomfortable.
Undeniable urge to cook classic French cuisine.
Front teeth constantly growing, must gnaw on wood to wear them down (really pisses off the inn keepers when you leave teeth marks in the table).
Grooming behavior with other party members.
Subconscious need to raise four turtles as monks.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Here's the gist of the setting I've developed so far:
- Like 4E, the background of the cosmology is largely gods versus primordials, with great elder spirits as the mediators.
- The players start in an impoverished town in the further reaches of a kingdom that was once part of a greater empire. A trade route passes by the region, and a bandit queen's minions have been plaguing it while also leaving the poor town alone. It is an open secret that the local lord has allied with the bandit queen, and although the populace dislikes how the faraway king has neglected their home they are also concerned that turning a blind eye to the bandits attacking the trade route will earn the king's wrath towards them.
- The bandit queen is a warlock, and her patron is a bound primordial. In exchange for the local lord's support her minions also oppose local fey, monstrous humanoids and undead cultists. She secretly wants to overthrow the lord.
- Emphasis on non-standard races as locals.
- PCs may get special temporary powers based on who they ally with (bandit queen, fey, undead cult, etc).
Friend Safari Type: Rock
-vision getting worse, so you tend to hug walls to move through areas
-smell differently every time someone sees you!
-Attraction to cheese
-have him get nervous around extermination paraphernalia (rat traps, poison, game traps, cats)
-plague.
-chance to plague objects you touch?
Redundant verbage
Mine TTRPG blog http://darkheresychainsofmalice.blogspot.com/
kill-kill die-die
man-things
yes-yes!
take-steal
just to name a few oldies that are goodies.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Pah! *Mashes the Disagree button*
But no seriously as cool as the game itself is, a lot of the heart of the show comes from everyone interacting prior to starting/right after break/at the end. Please don't tell me the podcasts outright remove a lot of in-game OOC banter too?
Because otherwise it's trivially giving anyone or anything advantage. You *must* put that all movement in reach triggers an AoO or the "dancing" aspect means flanking is an automatic advantage every time. You cannot have that and free movement, otherwise flanking just breaks things significantly.
Of course, flanking is still very powerful and is nearly broken as it is, but it's kept at least in check by this. Without it, everything just gets advantage for no consequence/disadvantage all the time. Thus far, all of my players have adjusted pretty well to this rules change and most prefer having flanking (as a mechanic) to not having it. So I just use it.
And I see about 30-40 players every Wednesday on the store DnD day, so it's a pretty good indication of the popularity of it for me.
Also I read a big ol' thread on how the new class options impact The 5e Meta. They had some insight about min-maxing different class combinations to the limit, but if D&D is only played in groups of 2-10 at a time, what does it matter what is becoming more common outside of your group?
Is there anything else that I can tack onto my Aracokran Monk-Swashbuckler with Mobile?
Oh hey! A knife!
Because some of those 2-10 folks are reading the internet and it impacts their thinking?
Like, I can reference Pun-Pun but I seriously doubt anybody here was one of the 2-10 folks who actually started that.
Nod. Get treat. PSN: QuipFilter
I'm not 100% what they've cut, but the podcasts start with an short ad, a theme song, and then usually Matt's recap and right into the game. If there is any banter during the breaks those are cut entirely and very rarely is there any after the game stuff. I think, 16 episodes in, the only time was when Pike's player left to do a TV show and they said goodbye.
I'm listening the ep17 now. The podcast has a runtime of 3:02 and the youtube video has a runtime of 4:05
There might also be Crit'mases in there now which also eat up a ton of video time.
Also, looking at the first episodes compared to episode 100, holy cow, was the set and production a shitshow back then. glad they got it sorted by about episode 20 or so.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
OH. Because gaining Advantage on Flanking is too powerful (which I agree with, and am glad its an "optional" rule), you've decided to nerf it a little by calling for AoO when someone tries.
But dancing itself shouldn't trigger advantage. You'd still need two attackers sandwiching their opponent. One attacker just dancing around should not trigger advantage from flanking.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
The point is that any two attackers could trivially get a flanking position by rotating around the enemy to be on opposite sides because the rotation doesn't provoke, whereas provoking an OA on any movement within reach makes it require some effort to maneuver into a flanking position without eating OAs in the process.
Or, you could just not use the optional Flanking rule because its too powerful in the first place.
EDIT: That was not intended to be a snarky response. The designers understood that gaining advantage from flanking was easy to do and very powerful and decided, from the outset, not to make it a standard rule.
It's an abstraction and at this point you've got two scenarios and having trouble abstracting in a way that both result in outcomes that feel appropriate to you.
One on one circling is a thing that happens in fights without a big drop in guard. Two on one in any fight is almost always a completely bad day for the one, in large part because we can only focus our attention in one direction at once.
Having to just pick which of those things you'd like to be better represented in the game is just a thing without a real right or wrong answer.
Nod. Get treat. PSN: QuipFilter
This rather misses the Dragons in D&D.
Two people fighting a large monster really shouldn't be able to run rings around it to get flanking.
Larger creatures should be perfectly able to fend off multiple smaller creatures at once.
That's what arms/legs/wings/tails would be used for; knocking the smaller creatures back around front side where you can see them.
So if you're going to allow flanking and running circles, there really has to be some mechanism to prevent solo monsters from being over-run from the get-go.
Which should also have been placed with Flanking in that optional rule box.
That Opportunity attack rule seemed good.
Perhaps even have it reduce the speed of the circler to zero, or allow the defender to move without provoking reactions to another point beside the attacker, on a hit.
Something to kill the maneuver as well as damage the PC
Oh hey! A knife!
edit Nevermind found them
I think that's what common abilities like multi-attack are for. Lash out an one opponent and then another. Or double up on one and take it out if possible.
Dragons and other marquee creatures also have Legendary and Lair actions to help with gangs of roving murderhobos. I don't have the MM open, so I don't know the exact wordings but Tail Strike and Wing Buffet effect everyone in a radius, yes? Beholder eyestocks can fire everywhere, etc.
Yes, agreed. And I've chosen not to use the overpowered (IMO) flanking for advantage optional rule and not to hand out AoO's all willy-nilly.
One of the things that I personally Love about 5e, is the removal of most situational combat bonuses, its just advantage or disadvantage. Sure, there's a whole world of text about when to add proficiency modifiers and what not. But in general in combat its just you have advantage.
That so much less to keep track off, so much less to miss or get wrong. I feel like that's the most elegant design part of 5e. (sure you still have all the legacy stuff like stats that go up to 20, but only give a 10 boost differential, and proficiency is a messy system to begin with.. and then there's spell levels that don't equate with character levels, but that's dnd.)
And I find it interesting that some of you would add more small incidental bonuses to the game back.