Mike Mearls: I am now going to tweet a controversial thing about D&D and being a Dungeon Master.He would is half right in that both sides share the blame if he went that way. But since his direction is that too many people blame the characters & players rather than the DM & campaign, I feel he is fully correct.
Mike Mearls: If a PC being too good at combat is messing up your campaign, the issue might be that your campaign is too combat driven.
Mike Mearls: Your mileage may vary, but too many DMs attack issues from the wrong side of the screen.
Sunsword: I agree with this, however the CR system in 5E isn't perfect and takes time to learn too.
Mike Mearls: I wish we had not called it CR – a lot of folks expect it to behave as it did under 3e, creates false expectations.
Mike Mearls: If a PC being too good at combat is messing up your campaign, the issue might be that your campaign is too combat driven.
QuoteMike Mearls: If a PC being too good at combat is messing up your campaign, the issue might be that your campaign is too combat driven.
Disagree strongly.
A game with occasional combat shouldn't excuse a poorly designed game whereby only one PC is good at combat.
Ideally, every player has some way to engage with every encounter, and combat -- occasional or frequent -- should be a situation where everyone feels both pressing danger and the thrill of victory.
Combat is one of the 3 major pillars of 5e. It's not the only thing, but it's an important thing, and getting it right is difficult. That is why I am paying for this game. Do your damn job, Mearls.
a point. since when has D&D not been a combat game? oh, that's right... since never.
Hell, it was even built on the back of a miniatures wargame with the exploration tacked on in the form of an entirely different game made by another company.
I'm not following you here.QuoteMike Mearls: If a PC being too good at combat is messing up your campaign, the issue might be that your campaign is too combat driven.Disagree strongly. ... Combat is one of the 3 major pillars of 5e.
Well, it's because a 40% damage increase isn't the problem.I'm not following you here.QuoteMike Mearls: If a PC being too good at combat is messing up your campaign, the issue might be that your campaign is too combat driven.Disagree strongly. ... Combat is one of the 3 major pillars of 5e.
So if combat is one of the three pillars that means Mc UberGod dominating combat is only dominating 33.3% of the game. Well, actually significantly less really. Since Adventures allow up to seven players, even if Mc UberGod deals four times as much damage as everyone else he only makes up 40% of the party's total damage. His total share & contribution to the campaign's advancement is an equivalent of 13.3%.
Assuming everything was split up, each person is expected to have a median value share of about 14.25% (100/7) with some scoring higher in some pillars at the cost of not performing well in others (aka balance). If anything, your three pillar approach is exactly what Mearls is talking about and the existence of those inherently lessens the impact of someone being better in combat than the rest of his follow players. A character must also focus on other things, otherwise he'll end up being subpar.
This is why Wizards in 3rd were ultimately pegged as broken. It's not that they can deal more damage than an ubercharger, but in their downtime they create minions, castles, items, cure cancer, solve world hunger, and turn turtles into ninjas. It doesn't cost them anything to temporarily master any given pillar.
giantitp forums are really in a Tizzy about the coffeelock.Seems to be dying down a bit now.
Should be compared to the Glyph of Warding find , or say crafting a Very Rare item.Can you expand on what you mean by this?
Well, it's because a 40% damage increase isn't the problem. ... and then keep nine separate level 5 Animate Dead spells active for 10 days.Ok so I did understand you correctly, dominating combat isn't a big deal.
What's your goalpost here?Well, it's because a 40% damage increase isn't the problem. ... Stockpiling spell slots to unlimited quantities during downtime is the most blatant current problem.Ok so I did understand you correctly, dominating combat isn't a big deal.
Besides, it's hardly as effect as you make it out to be. Go ahead and try to beat Season One of the Adventures and let me known how fast you realize the inherent problem with being limited to 5th level Slots with no other useful Actions can be.3 levels of Warlock gets your Sorcerer unlimited level 5 slots during downtime, but it does not limit you to level 5 slots.
What's your goalpost here?Trying to figure out what you're saying. You disagreed with Mearl's point to look at something other than combat by talking about how combat is only 1/3 of the game anyway. Puzzling, but your recent rant has very little to do with combat-focus anyway so I don't think you're actually disagreeing with him. Possibly? Still not really sure.
Level 17 Sorcerers can and do cast spells of higher than 5th level.Yeah they do, but the Craplock can't use a Long Rest to recover his higher level Slots without wiping every single Extra Slot in the process. Optimally you always take a Long Rest to replenish those Slots which means you only convert a few Pact Slots over on a given day and discard them if they end up being unspent for being as worthless as they actually are.
What's your goalpost here?Trying to figure out what you're saying.
Combat is one of the 3 major pillars of 5e. It's not the only thing, but it's an important thing, and getting it right is difficult. That is why I am paying for this game. Do your damn job, Mearls.... then, uh, you may want to set easier goals for yourself.
The what now?Level 17 Sorcerers can and do cast spells of higher than 5th level.Yeah they do, but the Craplock
... then, uh, you may want to set easier goals for yourself.:eh
Please explain this new term you're using, and explain how it prevents 6+ level slots from being available for an appropriately leveled Warlock/Sorcerer.:banghead
I think the main problem Nfft is you don't actually know what you're disagreeing with and just want to rant about Pact Magic being able to fuel Long Rest stuff.
iamrenejr: Does Aspect of the Moon allow to skip the DC 10 Con save for not taking a long rest?So I guess expect it to be nerfed either way.
Jeremy Crawford: Aspect of the Moon lets you forgo sleep when you take a long rest. The invocation doesn't remove the need for long rests.
As in it still works, just more slowly, and you have to take a day off every now and then.Technically speaking if you really wanted to nerf a Craplock all you have to do is read the book anyway. The part about Long Rests not being mandatory is, its self, an optional rule within a chapter that is supposed to be ignored if it doesn't help the DM.
Ehh ... err ... I think that tweet-rata just about does it.
Hope Sore_Loss isn't too sore about the loss. :lmao
More, why exactly would you design a game that is played one way at the beginning, another way in the middle, and a different way at the end?
Which sounds a lot like their rhetoric during the roll-out for 4E, blaming players of 3.5 for not knowing the right way to have "fun".
Because Gygax and Arneson read the same books (conan, vance, john carter, tarzan, LotR, fafhrd, e.e. doc smith, etc.,) and agreed that that was how things were supposed to progress. Heroes naturally become rulers, and rulers naturally deal with different kinds of problems than heroes. Ergo, the ROLE in your ROLEplaying game is a moving target, and you (the players) are naturally supposed to agree and adapt accordingly. Gygax was rather vocal about it, iirc.
. . .
Look at earlier versions of D&D to see when all the Leadership stuff automatically kicked in (became a feat in 3.x). That's when your game play was supposed to "naturally mature" and move beyond the dungeon crawl. It became a kingdom crawl instead... followed by an empire crawl... followed by a planar crawl... and topped with ascension. The Birthright campaign setting even gave action types for possible actions taken on a large geographic scale.