Author Topic: D&D 5e: For real this time?  (Read 351885 times)

Offline InnaBinder

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Re: D&D 5e: For real this time?
« Reply #220 on: May 02, 2012, 06:39:32 AM »
And do tell, what do you mean by "good enough"? Because if nothing else, what qualifies as "good enough" is one of the most hotly debated topics in D&D discussions since the dawns of time.

Of course, in the end, good enough is subjective. What I had in mind was 'be able to engage most melee monsters in the book with a reasonable chance of succeeding'

Plus again, if those melee spells don't actually cost you anything from the rest of your casting potential, you're back to the starting problem. The wizard now doesn't need the fighter because he's "good enough" in melee, so what's the fighter suposed to do?

Choosing to be better at fighting as a wizard should mean that you're worse at wizard-ing. For example, if something like Polymorph, instead of being 'screw your physical stats, you're a dragon now' would base it's effect on your base physical stats, you'd probably see gishes care for their physical stats more, at the expense of their casting stat, this being worse wizards.
I'll wager that there's a lot of disagreement over what "choosing to be better at fighting as a wizard should mean."  Lots of folks have expressed the opinion that the simple fact that a wizard can choose to be as good as (or better than) a fighter at fighting effectively removes all need for the fighter; others have complained that the wizard's ability to choose to be as good as (or better than) a fighter at fighting on a given day, while having other options another day is the issue.  Being worse wizards than the straight wizard isn't necessarily a problem (though it will displease some players, no doubt), but being as good a fighter as the fighter while ALSO having the option to be a wizard - even a substandard one - seems consistently damning for the fighter.
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Offline Rejakor

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Re: D&D 5e: For real this time?
« Reply #221 on: May 02, 2012, 07:01:30 AM »
Even a gish shouldn't be a fighter.

A gish should be a gish.

A gish gets to flip off walls and have the right set of buffs for each fight, but they don't get to be as all-around awesome as the fighter.  So you can be acid immune gish when fighting the acid monster, but the fighter shrugs off 75% of elemental damage at this level anyway, and has all kinds of Grit Surge abilities to ignore/mitigate hp damage in any case.

I'm okay with gishes being better than fighters if they know what's coming and spend a bunch of spell slots in the same way i'm okay with wizards being better.  Obviously not AS MUCH BETTER as they are in 3.5, like I dunno, 25% better or something.  But when they're blindsided they can get OHKO'd, or just be about 50% as effective.  There's nothing WRONG with that as a model, it's just that people fail to comprehend what's necessary to bring about that level of power thanks to consistently underestimating both wizard abilities and monster abilities.

It's just about the KIND of attacks and defenses needed at each level of play.  Most optimizers can tell you, they're just not used to the idea of it being written into a class instead of being put on gear or buffs or whatever.

Offline sirpercival

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Re: D&D 5e: For real this time?
« Reply #222 on: May 24, 2012, 10:03:08 AM »
Beta playtest is go.

And downloading the packet = major server lag... lol.
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Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #223 on: May 24, 2012, 02:21:07 PM »
Got mine, and is... Quite interesting. Only low level stuff, but so far, at the lack of a more detailed description, I can say this is what 3.X  fans expected of 4e.

Offline Garryl

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Re: D&D 5e: For real this time?
« Reply #224 on: May 24, 2012, 02:28:20 PM »
Got a link to the download?

Also, details man, details! Please tell me more while I'm still at work and can't see for myself.

Offline ariasderros

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Re: D&D 5e: For real this time?
« Reply #225 on: May 24, 2012, 02:31:37 PM »
Got a link to the download?

Also, details man, details! Please tell me more while I'm still at work and can't see for myself.
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Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #226 on: May 24, 2012, 02:59:29 PM »
Got a link to the download?

Also, details man, details! Please tell me more while I'm still at work and can't see for myself.


Very well, here's the most striking details:
(click to show/hide)
« Last Edit: May 24, 2012, 04:33:41 PM by oslecamo »

Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #227 on: May 24, 2012, 03:27:48 PM »
More D&D next stuff

(click to show/hide)
« Last Edit: May 24, 2012, 03:39:10 PM by oslecamo »

Offline ksbsnowowl

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Re: D&D 5e: For real this time?
« Reply #228 on: May 24, 2012, 03:42:29 PM »
The advantage/disadvantage mechanic sounds interesting, but in the end it's just more dice rolling and adding-on-the-fly to slow down the pace of combat...  Not saying it's bad, just that I see a game-play disadvantage in it.

Edit: I also see a lot of players getting pissed off when they are subjected to a disadvantage effect.  The last session my players were fighting something with a high concealment miss chance, and it really angered them, as every time they would hit the AC, they'd miss due to miss chance, and vice versa.  That's going to lead to a lot of sour players unless it is really easy to counter.

Just curious: If the party is subject to two disadvantage effects and one advantage effect, are they disadvantaged? or just at "normal?"
« Last Edit: May 24, 2012, 03:47:13 PM by ksbsnowowl »

Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #229 on: May 24, 2012, 03:57:55 PM »
Just curious: If the party is subject to two disadvantage effects and one advantage effect, are they disadvantaged? or just at "normal?"

Excellent question. The playtest rules don't specifically cover that case, but I would guess they're disadvantaged.

Also there doesn't seem to be concealment anymore, just cover (two grades) that simply grants a bonus to AC and reflex dexterity saves.

Offline Ziegander

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Re: D&D 5e: For real this time?
« Reply #230 on: May 24, 2012, 04:20:33 PM »
Well, I'm waiting on my playtest packet, but I have to say... this all sounds pretty bad to me. Am I the only one?

Offline JohnnyMayHymn

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Re: D&D 5e: For real this time?
« Reply #231 on: May 24, 2012, 04:31:24 PM »
wow their site is slooow right now, and they won't let me agree to the user agreement with firefox, chrome, explorer or from my phone  :banghead
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Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #232 on: May 24, 2012, 04:47:31 PM »
I think I just found a borked combo.

-Being drunk reduces all damage taken by 1d6 but all your attacks and skill checks have Disadvantage.
-Wizards have several spells that don't demand attack rolls neither do they need to do skill checks in combat.
-?
-Profit!

Offline Ziegander

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Re: D&D 5e: For real this time?
« Reply #233 on: May 24, 2012, 04:50:12 PM »
Why the fuck are there even rules for being drunk included in the playtest document?! :shakefist :banghead

Offline VennDygrem

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Re: D&D 5e: For real this time?
« Reply #234 on: May 24, 2012, 04:50:27 PM »
I think that the idea of putting more power in the DM's hands would mean that a constantly-drunk wizard would eventually gain a new feat: Cirrhosis of the Liver.

Offline Ziegander

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Re: D&D 5e: For real this time?
« Reply #235 on: May 24, 2012, 04:52:50 PM »
Also: Could they really not put all of the playtest documents into a single PDF? [/gripe]

Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #236 on: May 24, 2012, 04:57:14 PM »
Ray of frost is a cantrip that only demands a sucessful attack roll and automatically reduces the target's speed to 0 for 1 round.

I guess single melee monsters have automatically become a no-no, since a wizard or two can just keep them in place forever while the rest of the party peppers them with arrows.

Offline VennDygrem

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Re: D&D 5e: For real this time?
« Reply #237 on: May 24, 2012, 05:05:03 PM »
By the way, from my reading, trip/grapple/disarm/etc would end up being what is now being described as "contests" ie: one-on-one opposed rolls. What the end result is would likely be determined by the DM. Of course, that's not official, it just jives with what the D&D team have been saying about reducing the rules and mechanics and putting the power in the DM's hands.

 They're also keeping certain rules out of the playtest to see whether they're necessary or not, so they likely have grapple/trip rules, but are withholding them to see if they even need to be put in the published books.

Offline Ziegander

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Re: D&D 5e: For real this time?
« Reply #238 on: May 24, 2012, 05:13:59 PM »
Honestly... I just looked over the How to Play document, and, man... I don't want to look at the rest of this.

Offline oslecamo

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Re: D&D 5e: For real this time?
« Reply #239 on: May 24, 2012, 05:23:12 PM »
They're also keeping certain rules out of the playtest to see whether they're necessary or not, so they likely have grapple/trip rules, but are withholding them to see if they even need to be put in the published books.

They put a massive chapter for hiding, which basically only rogues care about, but they couldn't bother to put in a single section for extra combat maneuvers? When the fighter can just swing a weapon (or swing it more) for three levels? That's not really very motivational.