Re: D&D 5th Edition Announced
Posted: 2012-01-12 02:37am
First rule previews come out in 3 weeks actually.
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Yeah, but detect traps work only once (unless you are into Pathfinder and you can cast 0th spells at libitum) and is much crappier than having a rogue (whose search skill is maximized, and can actually disable the trap), and there are much better 2nd level spells that would actually save the group's ass instead of stealing work from another guy once.S.L.Acker wrote:Depends if you're talking high level or not, detect traps and knock are both low level enough to be ever ready once those slots are no longer your main combat punch.
Heh, I once purchased the Temple of Elemental Evil adventure, and they were expecting that players would just find a dark corner and sleep it out unnoticed every now and then. While hacking their way through the fucking temple's areas. If that isn't bullshit, I don't know what is. Can't they go looking around for the rope trick's window with a detect magic or similar? I mean it's not a new spell nor a massively high level one. No they must search with lanterns and send lowly idiots to do that, because this is Fantasy!You're also ignoring the fact that a good wizard doesn't need wands, he just needs a safe place to recharge his spells. So at the right levels the Leomund's spells or rope trick allow them to recharge in any situation where time isn't a huge issue. Seeing as even the most dickish DM won't make every task time critical this again makes Mages broken.
Limited ammo and little chance to make new ones to replace expended ones due to deadline. They can't make enough to go without their teammates for more than a session or two and still have other objects they want. They may do it occasionally, but not as a habit.As for tasks only wizards can do, you should recall that at high levels it takes him very little of his total xp to craft scrolls.
You fucking kidding me? You should waste a 1th level spell with this crap when there is someone that will do it with a much higher chance of success? A rogue does better than this spell from 4th level onwards.As for divination, starting at level 1 you have things like instant search which allows you to take 10 on a search instantly
Yeah, situational, one-shot and there are much more useful spells at that level.by level 2 you have locate object
Being a well-known spell, most intelligent enemies know how to counter it to some degree. Works a bit like spy sats on Afghanistan (seeing what you were looking for is a bit of a crapshot). Not always worth the spell slot. Does not upset me if not in a wand.level 3 clariaudience/clairvoyance
There are situations that require spells and situations where the enemy took precautions so the scout has to do its Tom Clancy job as usual. Most of the enemies they face have class levels, they do know this shit and use it against the party too.4th level starts the scrying fun (One time cost of a nice mirror), you also replace your party scout with a arcane eye (no cost, can be cast anywhere within line of sight meaning arcane eye + fly means you can get that sucker lots of places).
It's actually the opposite. By keeping the dropped PC alive they did create a significant distraction, and likely forced a retreat.Even so, it sounds like a great way to kill PC's, one lucky hit knocks them to zero and then you finish them next round. The enemies in the game world will quickly learn that things tend to get back up if you let them so they really should aim to keep people down for good.
That's normal, they are really challenged only by some fights. But this does not mean that the weaker fights become "mopping the floor and laughing" like with those scenes in Lord of the ring at the Helm's keep.Of course it doesn't solve the problem of PC's just never getting hit thanks to high AC and miss chances
Why that?How do you deal with your main tank having stacked miss chances so anything that gets passes his AC, including crits, just miss him 50%+ of the time?
Front loaded damage is pointless against reasonably smart enemies. Because it leaves so gaping holes on other sides that you can exploit.Only if your players suck, you still haven't dealt with the issue of a party that goes all out with front loaded damage.
Cover boosts stealth as well, and that helps not being detected at all. Also, full cover does negate any attack.Cover doesn't save you from getting crit, it just gives you a bit of an AC boost which a natural 20 ignores anyway.
It was intended. This was to balance the general power of spellcasting classes without using stuff that looks too WoW for us (like books of nine swords).You're also ignoring the fact that it makes any classes that aim to boost crits significantly more powerful and makes more attacks better than strong attacks.
Or runs out of spells. There is a limit on how much Wails of the Banshee (or a slightly lower level spell) you are willing to cast on stuff the melee kinds can handle by themselves.Civil War Man wrote:A mage can effectively ignore the hit point mechanic, and just throw spells until the opponent fails a saving throw.
If a large amount of encounters are an issue, then the spell casters have things like animate dead, planar binding, dominate X, reserve feats, all day buffs, and then some, to go the duration. A melee character can keep going as long as his hp holds out. Which in D&D is less than a wizard has spells at about level 3 on ward.someone_else wrote:Or runs out of spells. There is a limit on how much Wails of the Banshee (or a slightly lower level spell) you are willing to cast on stuff the melee kinds can handle by themselves.Civil War Man wrote:A mage can effectively ignore the hit point mechanic, and just throw spells until the opponent fails a saving throw.
Sorry, I was thinking of the Cleric spell Detect Traps which lasts for 1min/level in the book and can be made to last for 24 hours at first level. lance gave a great example of a cleric build that can fully replace a rogue with his cloistered cleric. Thus any player that wants to play an optimal trap finder should just play a tricked out Cloistered Cleric with the right buffs (any touch, fixed range, or personal spells) made to last for 24 hours.someone_else wrote:Yeah, but detect traps work only once (unless you are into Pathfinder and you can cast 0th spells at libitum) and is much crappier than having a rogue (whose search skill is maximized, and can actually disable the trap), and there are much better 2nd level spells that would actually save the group's ass instead of stealing work from another guy once.S.L.Acker wrote:Depends if you're talking high level or not, detect traps and knock are both low level enough to be ever ready once those slots are no longer your main combat punch.
Even when they take them, they do so to be able to use them when the one that can do it is likely not going to be available (in a fight, unconshious, too distant) when they plan to use it.
If you pull the rope up and hide in a well enough placed spot then the enemy is going to need a high search check to spot them. Seeing as a smart party realizes that they're still not 100% safe they could also be dicks and do things like setting a second rope trick up elsewhere so the enemy stops searching when they find that one. They could also trap the areas around the one they chose to use, problem solved.Heh, I once purchased the Temple of Elemental Evil adventure, and they were expecting that players would just find a dark corner and sleep it out unnoticed every now and then. While hacking their way through the fucking temple's areas. If that isn't bullshit, I don't know what is. Can't they go looking around for the rope trick's window with a detect magic or similar? I mean it's not a new spell nor a massively high level one. No they must search with lanterns and send lowly idiots to do that, because this is Fantasy!You're also ignoring the fact that a good wizard doesn't need wands, he just needs a safe place to recharge his spells. So at the right levels the Leomund's spells or rope trick allow them to recharge in any situation where time isn't a huge issue. Seeing as even the most dickish DM won't make every task time critical this again makes Mages broken.
On average, they don't have time to sleep it off on command unless it is a random encounter during dicking around (hwere recharging is hardly a necessity anyway). Too much similar to a computer game otherwise.
Sounds like your mage needs a Dedicated Wright. Then he can just make the skill checks to craft a ton of scrolls and let the little bugger work. It gets even better if you set your crafting friend up inside a bag of holding so you can reach in and get a handful of scrolls out as needed. If he runs low on work just take an extra hour or two at the start of a day to start some more scrolls for him to finish. It gets even better if the party includes a well built Artificer .Limited ammo and little chance to make new ones to replace expended ones due to deadline. They can't make enough to go without their teammates for more than a session or two and still have other objects they want. They may do it occasionally, but not as a habit.As for tasks only wizards can do, you should recall that at high levels it takes him very little of his total xp to craft scrolls.
Remember that your rogue should optimally be a cleric or mage in the first place. They can do all the trap finding and springing, have combat buffs so they kill as well as an average fighter, and still have more spells to spare. So that mage using instant search might just be your rogue.You fucking kidding me? You should waste a 1th level spell with this crap when there is someone that will do it with a much higher chance of success? A rogue does better than this spell from 4th level onwards.As for divination, starting at level 1 you have things like instant search which allows you to take 10 on a search instantly
How do you define more useful? This spell gives you an easy way to tail somebody by doing something as simple as paying him with a marked coin. If your games really involve all these people hiding behind organizations this gets you the locations of the ones that aren't in plain sight.Yeah, situational, one-shot and there are much more useful spells at that level.by level 2 you have locate object
Yes, but at the same time you can zero in on that coin you planted earlier with such a spell. It's even worth using just to see what's around the next corner so the rogue doesn't have to risk taking point. Don't forget, your mage/artificer can get a mobile scroll factory or two going at low levels as well.Being a well-known spell, most intelligent enemies know how to counter it to some degree. Works a bit like spy sats on Afghanistan (seeing what you were looking for is a bit of a crapshot). Not always worth the spell slot. Does not upset me if not in a wand.level 3 clariaudience/clairvoyance
So your party is too dumb (and likely lacking in resources thanks to a DM that hates common magic items) to stop scrying used against them and your monsters are always wary of the fact that somebody could be scrying on them. Sounds like you run a very fair game.There are situations that require spells and situations where the enemy took precautions so the scout has to do its Tom Clancy job as usual. Most of the enemies they face have class levels, they do know this shit and use it against the party too.4th level starts the scrying fun (One time cost of a nice mirror), you also replace your party scout with a arcane eye (no cost, can be cast anywhere within line of sight meaning arcane eye + fly means you can get that sucker lots of places).
I can (and did) play the "they scried you so your cool plan (or at least this part of the plan) fails" card to save my ass. Ain't that cool?![]()
Your party really doesn't know that it's always better to leave any healing until after the enemies are gone... That's their stupidity then. A smart party would leave him down and drive the enemy off first. Out of combat healing is so much more cost effective, read costs one spell to heal all day, than saving somebody in combat. Also, you could kill the guy just by lobbing some AoE his way even if you're not sure.It's actually the opposite. By keeping the dropped PC alive they did create a significant distraction, and likely forced a retreat.Even so, it sounds like a great way to kill PC's, one lucky hit knocks them to zero and then you finish them next round. The enemies in the game world will quickly learn that things tend to get back up if you let them so they really should aim to keep people down for good.
If they kill it, then they just added another reason to be positively wiped away from Earth.
This reasoning is also behind most military actions. If you injure a soldier, you actually incapacitate 2 or 3 soldiers because someone has to bring the fucker to a medic, if you one-shot him, then they will just have another reason to come at you.
Besides, they don't really have the time to go there and see if he is still alive or not while there are others still on their feet.
A minor encounter should be easy because parties should be built for front loaded damage as it's the smart way to solve combat. Those little mooks should never get a second shot off. Actually, your system is still flawed, because enemies still need to confirm crits so an enemy with a low attack role is still no threat unless he rolls double 20's.That's normal, they are really challenged only by some fights. But this does not mean that the weaker fights become "mopping the floor and laughing" like with those scenes in Lord of the ring at the Helm's keep.Of course it doesn't solve the problem of PC's just never getting hit thanks to high AC and miss chances
Stacked miss chances are better than simply boosting AC at higher levels. Miss chance works against things like touch attacks which is hard to armor against, prevents grapples from starting, it's just all around better than AC. So if your party tank isn't using miss chances he needs to rethink his build and items.Why that?How do you deal with your main tank having stacked miss chances so anything that gets passes his AC, including crits, just miss him 50%+ of the time?![]()
How is your front loaded damage useless against flying or ranged attacks? If they are using anything other than AoE ranged attacks then pull out a tower shield and walk behind it, doesn't matter if you aren't proficient, you'll drop it before you attack. If the enemy can fly, then either ask the mage to get you up there too, or let your ranged party members deal with it. A Bow Cleric should have him down in no time.Front loaded damage is pointless against reasonably smart enemies. Because it leaves so gaping holes on other sides that you can exploit.Only if your players suck, you still haven't dealt with the issue of a party that goes all out with front loaded damage.
That "AND MY AXE!" guy of yours is toothless against say a spellcasting or ranged or flying enemy (not exactly uncommon at his CR), or a group of ghosts, or a succubus disguised as a bitch at the tavern (no equipment! yay!), or a fucking 4th level aristocrat using his connections to make him Enemy of the Crown or whatever does not need to engage in melee to fuck you in the ass.
Full cover will only give added stealth to classes focused on it everybody else is still going to get spotted by any reasonable foe, if not then your cleric rogue can just wander up and off him anyway. Full cover also means you're not attacking back, it just lets the enemy set readied actions to murder you when you move.Cover boosts stealth as well, and that helps not being detected at all. Also, full cover does negate any attack.Cover doesn't save you from getting crit, it just gives you a bit of an AC boost which a natural 20 ignores anyway.
May sound strange but before I had non-melee people just sitting in the light and having a drink while melee did their work.
Being sure that no stray shot would really harm them.
You just made a bow wielding Cleric even more broken. Way to go! You can also get a master thrower with a sling putting out 12 shots a round by level 8ish if I'm not mistaken. You just created a whole new world of broken.It was intended. This was to balance the general power of spellcasting classes without using stuff that looks too WoW for us (like books of nine swords).You're also ignoring the fact that it makes any classes that aim to boost crits significantly more powerful and makes more attacks better than strong attacks.
Also forced a change in PC building, which is always a welcome thing.
Pathfinder didn't really fix the fighter mage gap, it also doesn't have the flexibility that 3.5 did so you run into that wall.Brother-Captain Gaius wrote:I'm not exactly sure I want to wade into this crap, but I would like to point out something.
Why are we arguing 4E vs 3.xE? If you want to debate the merits of either system, then it's improper to do so with one system's obsolete versions. If you're going to have this debate, then debate 4E vs Pathfinder. Half of the problems with 3E mentioned herein have already been addressed by Pathfinder, so a lot of the arguments amount to bizarre, twisted strawmen on account of railing against problems which have already been fixed. (sucky Fighters, for example)
Right, right. But it's observations like that last one that make me question the use of the word 'broken' to mean 'potentially unbalanced due to the way the system works.'lance wrote:If a large amount of encounters are an issue, then the spell casters have things like animate dead, planar binding, dominate X, reserve feats, all day buffs, and then some, to go the duration. A melee character can keep going as long as his hp holds out. Which in D&D is less than a wizard has spells at about level 3 on ward.
As for the rogue searching- Kobold cloistered cleric does it better, trap finding, similar skills, magic to boost said skills.
edit-and the fighting classes can be replaced by trained mules at low levels
This strikes me as an interesting but pointless abstraction. As a rule, I don't want to play a Trappist monk, I want to play a chancing bastard with burgling experience. Mechanically, the fact that I can dig into Unearthed Arcana and Complete Divine and find a way to make a Trappist monk into a better mine-detector than my chancing bastard... it just doesn't seem relevant to the way I want to use the game.S.L.Acker wrote:Sorry, I was thinking of the Cleric spell Detect Traps which lasts for 1min/level in the book and can be made to last for 24 hours at first level. lance gave a great example of a cleric build that can fully replace a rogue with his cloistered cleric. Thus any player that wants to play an optimal trap finder should just play a tricked out Cloistered Cleric with the right buffs (any touch, fixed range, or personal spells) made to last for 24 hours.
I think it partly comes down to how much of the Evil Overlord list the opposition has read, how professional they are, and how intelligently they use the resources that they, logically, ought to have. Detect Magic is not that hard to use; who uses it heavily, and who doesn't? In a world with as much magic as D&D... even assuming the system was perfectly balanced, I'm not sure someone who lacks the ability or inclination to realize they're being screwed with by a magician counts as a serious opponent.If you pull the rope up and hide in a well enough placed spot then the enemy is going to need a high search check to spot them. Seeing as a smart party realizes that they're still not 100% safe they could also be dicks and do things like setting a second rope trick up elsewhere so the enemy stops searching when they find that one. They could also trap the areas around the one they chose to use, problem solved.
It's reasonable, but there are a lot of situations where it isn't practical- they may be on a clock, which is not part of the Standard Dungeon Crawl but is still very possible: "we need to find the Jewel of Might within two days or we may not get back to Westport before the army of Demetrius the Besieger gets there!" Or enemy patrols may make it dangerous to rest anywhere near their base of operations- think "infiltrated the kobold/hobgoblin/ogre mage fortress," not "exploring the gelatinous-cube-haunted ruins."Also, how is unreasonable that the wizard, in game, would want to rest after his source of power has run down? If he assumes he's reasonably safe then it isn't an issue at all.
It's situationally useful- some days, a cunning 3rd or 4th level wizard will have it ready because he expects to need it. Other days... not so much, I would think.How do you define more useful? This spell gives you an easy way to tail somebody by doing something as simple as paying him with a marked coin. If your games really involve all these people hiding behind organizations this gets you the locations of the ones that aren't in plain sight.Yeah, situational, one-shot and there are much more useful spells at that level.by level 2 you have locate object
No, and that wasn't my claim.Simon_Jester wrote:Right, right. But it's observations like that last one that make me question the use of the word 'broken' to mean 'potentially unbalanced due to the way the system works.'
Look, I don't mean to slight the thought you've put into this, but is the system really 'broken' in the sense of 'does not work' on account of someone having figured out a way to hack around the system?
It has less to do with what you want to play, especially as how you won't really be playing the mule. You'd be playing a person who bought the mule, in the party that has to divide loot. If the 8gp mule does your job why should the rest of the party bring you along? What a reasonable DM throws at you is subjective. A fighter might be fine in some parties, in others he's going to be dead weight.Maybe a trained mule would be about as dangerous in a fight as my first level fighter. So what? I don't want to play a trained mule, the DM doesn't want a party that relies on jackasses (in either sense of the word). And my character is, at first level, basically adequate to deal with the stuff a reasonable DM will throw at us. The fact that I can do something under the 3rd Edition ruleset (assuming Pathfinder didn't fix it, since I don't know jack about Pathfinder) doesn't mean I need to do it, that it is compulsory to do it, or that it ruins the game.
A wizard can be crazy prepared using divinations, versitile spells, and abilities like uncanny forethought which lets him cast any spell from his spell book a few times per day. Reduced DC and caster level, but that doesn't really matter with most utility spells. Plus he has the ability to actually swap out what he does unlike the fighter who is pretty set and can change 1 feat a level.Honestly, many of these optimization schemes (not just yours) seem to rely very heavily on the wizard's ability to tailor his response to unexpected situations. I don't think it's all that hard to see how that assumption can break down in play. Prepared for a set piece action the wizard becomes dominant; confronted with the unexpected or the complex, less so.
Oh. OK. I may be misreacting because all this triggers memories of long conversations I've had on Giant in the Playground in years past. Sorry if I was getting in your face there.lance wrote:No, and that wasn't my claim.
Personally, I think a reasonable DM would indulge the players' desire to play heroic swordspersons. It's not as if there aren't a hundred good stories to be told about them. As to why the rest of the party brings the heroic swordsperson along? Welll... maybe because demihumans are social animals. Or because in-world not all wizards have that optimized build that lets them carry around a midget in a Bag of Holding to churn out infinite scrolls for them, so they do try to conserve magic and use it only against opponents that would be hard to defeat by hitting them with clubs.It has less to do with what you want to play, especially as how you won't really be playing the mule. You'd be playing a person who bought the mule, in the party that has to divide loot. If the 8gp mule does your job why should the rest of the party bring you along? What a reasonable DM throws at you is subjective. A fighter might be fine in some parties, in others he's going to be dead weight.
Yes, which is why in the next paragraph I said:A wizard can be crazy prepared using divinations, versitile spells, and abilities like uncanny forethought which lets him cast any spell from his spell book a few times per day. Reduced DC and caster level, but that doesn't really matter with most utility spells. Plus he has the ability to actually swap out what he does unlike the fighter who is pretty set and can change 1 feat a level.Honestly, many of these optimization schemes (not just yours) seem to rely very heavily on the wizard's ability to tailor his response to unexpected situations. I don't think it's all that hard to see how that assumption can break down in play. Prepared for a set piece action the wizard becomes dominant; confronted with the unexpected or the complex, less so.
It's true that in many games people want to play Gord the Downtrodden Rogue, or Jarric the Silver-Tongued. Mechanically, however, a well built Cleric will outdo those characters in near every way. It also logically follows that in a world where such classes have a mechanical advantage most successful 'rogues' will be Clerics; or if magic is made more rare, then the top 'rogues' will be Clerics. In a world with an equal amount of adventuring classes power will be heavily skewed to the point where not going to mage college/joining the clergy will make you a second class citizen. Thus your desire to be a 'rogue' of the class rogue makes you a not very well off sort in any logically ordered D&D world.Simon_Jester wrote:This strikes me as an interesting but pointless abstraction. As a rule, I don't want to play a Trappist monk, I want to play a chancing bastard with burgling experience. Mechanically, the fact that I can dig into Unearthed Arcana and Complete Divine and find a way to make a Trappist monk into a better mine-detector than my chancing bastard... it just doesn't seem relevant to the way I want to use the game.
Every time you say "SMART players would always do THIS," in a game meant to be enjoyable for the flexibility and versatility of how you play it, you make me less convinced that we're playing the game for the same reason. A game that was 'not broken' for your purposes would probably be 'broken' for mine.
Among other things, the utility spells, scrying, and so on would probably have to go because by nature they cannot be easily 'balanced' by abilities granted to more combat-oriented classes. Player abilities would have to become more quantifiable- no more save-or-die spells, just direct damage and ways to impose penalties when the combat-oriented classes can do more or less the same, so that we can mathematically verify that the game is balanced.
And now we're half way to 4th Edition already...
I don't doubt that some monsters would sit right outside where the rope is and camp the exit. That's why things like decoy rope tricks placed to fool people come in handy. Then you get into a cold war of counter-countercounter-countercountercounter type game planning against intelligent foes.I think it partly comes down to how much of the Evil Overlord list the opposition has read, how professional they are, and how intelligently they use the resources that they, logically, ought to have. Detect Magic is not that hard to use; who uses it heavily, and who doesn't? In a world with as much magic as D&D... even assuming the system was perfectly balanced, I'm not sure someone who lacks the ability or inclination to realize they're being screwed with by a magician counts as a serious opponent.
Again, I don't disagree with some things being time sensitive, but as a person playing a caster I would be a bit miffed if the DM was constantly preventing me from using my class features (such as scribe scroll which mages get straight away) and denied me access to things that allow me to have fun in encounters all day (such as either resting, or having access to wands). Then again, an intelligence 16+ mage should be able to think of a way around his limitations, so getting a mechanical midget in a sack to crank out scrolls could be what he comes up with. Thus resting might not be an issue to a forward thinking mage with a series of magical factories in his backpack.It's reasonable, but there are a lot of situations where it isn't practical- they may be on a clock, which is not part of the Standard Dungeon Crawl but is still very possible: "we need to find the Jewel of Might within two days or we may not get back to Westport before the army of Demetrius the Besieger gets there!" Or enemy patrols may make it dangerous to rest anywhere near their base of operations- think "infiltrated the kobold/hobgoblin/ogre mage fortress," not "exploring the gelatinous-cube-haunted ruins."
There are probably other options; those are just the ones that appear off the top of my head.
I remember a passage from the old DM Guide for AD&D that analyzes this very question at great length: looking at different levels of intelligence and organization among a group of monsters, and how those affect what kind of defenses they'll prepare, and how they'll react to the party going away and coming back for another attack. A colony of giant ants will respond less well to the PC's hit and run tactics than a competently led bandit troop or the fortress of a professional army.
Usually this is where simply buying up cheap scrolls or getting wands helps the mage do his thing with greater ease. However in a game where items are restricted we need to do craftier things. Jinni wish farms come to mind in this case...It's situationally useful- some days, a cunning 3rd or 4th level wizard will have it ready because he expects to need it. Other days... not so much, I would think.
At higher levels you can afford to carry more 'utility belt' spells around with you, but making a habit of doing a lot of it will eat into your ability to endlessly spam the spells that let you breeze through combats.
Honestly, many of these optimization schemes (not just yours) seem to rely very heavily on the wizard's ability to tailor his response to unexpected situations. I don't think it's all that hard to see how that assumption can break down in play. Prepared for a set piece action the wizard becomes dominant; confronted with the unexpected or the complex, less so.
Which, when I think about it, isn't entirely unreasonable as a feature of the game, though obviously it can get taken to extremes where the wizard is played with so much OOC genre savvy and IC intelligence-gathering ability that he makes the party invincible.
It might be a difference born from me mainly DMing. I had interest in the game and got my friends into it, but I had no experienced group to shape my DMing style. The first character I ever had was a friend who rolled up a Half-Gold Dragon Fighter, and that kind of set the tone from there. My players are a bit on the power gamey side, but they know how to have a good time with things and as DM I accept what my players play style is and plan for any plan I have to go out the window in short order.Simon_Jester wrote:I think the basic incompatibility of our approaches, SLAcker, is that I don't actually want my characters to be "best;" I want them to be good. Good enough that they can do impressive things (on the scale of whatever the party is doing at the moment), but not 'optimized' in the sense of "I want my Diplomacy score so high I can convince a man that he is a ham sandwich and send him wandering off in search of mustard." I like playing characters with limitations, because the nature of the limits tells me a lot about the nature of the person.
If the DM and the Monster Manuals are kind enough to supply my fighter with things he can fight meaningfully, I don't really mind that much if the wizard's actions have more to do with shaping the outcome of the battle- within reason, and assuming this doesn't become a serious IC point of friction.
Anyway, I think Erik has a point- the real key to D&D is going to be combining versatility with a class-based progression system. 4th Edition seems to have suffered from its lack of versatility; they made it basically "balanced," but at the cost of stripping out everything not easily quantified from the system and turning it into a bland world that feels like it exists largely to provide a place to stand while doing your dungeon crawl.
My view is mostly that any system which provides enough diversity is apt to become unbalanced when analyzed by a million geeks that can all communicate with each other online. As long as some options are better than others, those options will be found, indexed, and cross-referenced until the One True Build is found.
And I don't think that's a major fault of the system, because it flows out of the system's diversity, which is in itself a good thing.
That works.Simon_Jester wrote:I'm not saying you are, I'm saying that it's a stylistic thing. I've never been given specific cause to worry about it, so I don't preoccupy my mind with it so much, which is admittedly probably a luxury for the infrequent player.
Come to think of it, basically all my DMing experience was in my teens, and my groups didn't contain a lot of people inclined to powergame.
I'm not sure how you can use a half-dragon character as an example of powergaming, barring very specific exceptions of which half-dragons aren't, if your intent is to powergame anything with a level adjustment of more than +1 is a waste of class levels.S.L.Acker wrote:It might be a difference born from me mainly DMing. I had interest in the game and got my friends into it, but I had no experienced group to shape my DMing style. The first character I ever had was a friend who rolled up a Half-Gold Dragon Fighter, and that kind of set the tone from there. My players are a bit on the power gamey side, but they know how to have a good time with things and as DM I accept what my players play style is and plan for any plan I have to go out the window in short order.
It was less an example of power gaming and more an indication of the types of characters I get to deal with. Also, that was a first ever character, my players know all about Tauric Shadow template stacking even if they blissfully choose not to use it.General Schatten wrote:I'm not sure how you can use a half-dragon character as an example of powergaming, barring very specific exceptions of which half-dragons aren't, if your intent is to powergame anything with a level adjustment of more than +1 is a waste of class levels.S.L.Acker wrote:It might be a difference born from me mainly DMing. I had interest in the game and got my friends into it, but I had no experienced group to shape my DMing style. The first character I ever had was a friend who rolled up a Half-Gold Dragon Fighter, and that kind of set the tone from there. My players are a bit on the power gamey side, but they know how to have a good time with things and as DM I accept what my players play style is and plan for any plan I have to go out the window in short order.
If they are far enough along in the process to already have mechanics to test, WotC either had this project going for a fair bit of time already or this will be Edition 4.5 with a fancy wrapper. I guess we'll have to wait and see, but I was hoping for something more then the soul-less leveling of the classes that 4th edition brought about and the boredom of having a MMO translated to Pen and Paper. Have there been any rumors if they are going back to a more 2nd or 3rd edition "feel" for the game or blazing gloriously into the future by doubling down on the 4th edition style?Zinegata wrote:First rule previews come out in 3 weeks actually.