It is, apparently, CR and not Challenge, after all.
The xp budget table is mystifying. Why do pairs of levels 10-11, 12-13, 15-16 and 19-20 have the same xp budget for each pair, but 14, 17 and 18 (as well as the first 9 levels) stand apart? Is a Hard encounter really meant to be 3 times harder than the Moderate one and about 10 times harder (xp-wise) than the Easy one?
But that's numbers, and they're subject to change (though it's only a couple of months till release, and they only had a couple of years to figure them out). I find the role of CR just as mystifying.
@Magician The first thing which comes to mind is that mathematical progressions can't be protected by intellectual property laws, so in order for XP progression to be considered protected IP it has to be something other than a mathematic sequence.
It's the minimum level PCs should be before they even think of fighting such monster. Which puts the whole bounded accuracy thing in question, instead of arising from xp budgets as I would have expected from such system.
@BESW Eh, there are plenty of mathematical progressions in the system (and previous editions), this hasn't been an issue before.
@Magician But even with the breakiest, most exploitable ability, a willingness to not screw everything up goes a long way.
I'm not saying broken rules shouldn't be fixed, just that they're not immediately and unavoidably the game-breaking abominations they're made out to be.
@lisardggY It takes system mastery to know what's breaking the game, and what's just a neat ability. System mastery that is earned bit by bit every time a game gets entirely screwed up by its lack.
@Magician Sure. And until you get there, you'll have bits that don't work as well. And builds that are unbalanced and will get abused, either purposefully or not.
And groups will shrug and make their own house rules about it, or read up online and ban certain builds, or just choose to play the broken builds all the time. And all that's fine.
Games aren't perfect, but that's not enough to ruin the game.
And newer games should get less broken, right out the gate. I know that was one of Lord_Gareth's biggest peeves with PF, that it failed to unbreak what 3.5 already taught us that was broken.
we're currently playing D&D Next using the Basic rules and covnerted Pathfinder monsters covnerted based on the Playtest monster stats.
Next session my players (Monk, Ninja (Pathfinder converted class), Druid and Cleric) will win tickets for a resort island with a circus and an amusement park; h...
@GMNoob They worked in the sense that a level 10 PC fought level 10 monsters with no issues. Level 10 PC couldn't meaningfully fight level 1 or level 20 monsters, but that's a stated goal of 5e. We'll see how that works out soon enough.
I'm not actually sure levels as a challenge rating system worked "as intended" in 4e; they endorsed level differences up to 4, when in practice even a difference of two levels could totally bork the hit/miss ratios and turn encounters into trivialities or gruesome wipes.
It worked really well if you stuck within one level of the party, and the party level wasn't disparate by more than one.
But the game's own materials made it clear they thought their level system worked at wider ranges than that.
Especially in contrast to, say, 3.5, where the challenge rating value attached to a creature was often totally irrelephant to its actual ability to threaten the party.
@magician the reason I feel like levels didn't work, is because it was almost always a 1 to 1 ratio, and only if you had a party of 4-6. Trying to play 4e with only a 2 person party felt nearly impossible.
Couldn't even take on a small group of goblins. Which was my highlight as a solo first level adventurer in previous editions.
It's hard to play 4e with 2 PCs because it's hard for them to cover all roles. But the levels shouldn't have been an issue there - you throw at them the same number of monsters as there are PCs, of the same level, for a fairly easy fight, and go from there.
But it's not the same game! That'd be like saying an ogre used to be of CR 6 so you'd take this ogre of level 15 and put it up against a level 6 party.
@GMNoob Different rules handle things differently. Again, just because something was represented mechanically as one thing in a previous edition means nothing for the current one - they're different games. Criticizing 4e for not letting 2 PCs take on 5 goblins easily would be the same as me criticizing 5e for changing 4e's respective representation of monsters.
@GMNoob Considering they start at 4-1 and increase to 6-1 by epic (or is it 8-1? It's been a while), that doesn't sound right. But the first level or two could be volatile.
They should have been fine. If this was still relevant, we could have worked out what went wrong, but I suspect that's no longer the case.
One likely cause is that it was a bad match-up for the PC. Again, 4e expects you to have a full party with a diverse range of capabilities. If you pit a striker with single-target attacks dealing massive damage against minions, the striker PC will suffer.
@BESW Yes and no. It has lots of moves for GM, just like there are some for players, but they're all the things you'd be doing anyway, like Separate Them, or Make Them Pay.
And GM never rolls anything. You just describe the situation, ask players what they want to do about it, inform them which move if any they have to use for that, then respond to the outcome of the roll.
For example, if a player tries to buy something that's fairly uncommon and fails their roll to find it, by the book the GM has to come up with an obstacle. The sheet lists options such as "it costs a lot more than you expected" and "oh booger, I had one of those but I just sold it to Mr. Nasty Big Guy over there" etc... but the GM has to come up with the specficis.
Or rather, that's what happens on a soft hit. A total miss would yield even more severe hindrances, naturally. Possibly not even getting the desired item at all.
Ah interesting. My group tends to flounder in that environment. We've done really well with the warhammer 1e adventure path, with the pre-written contingencies, and intricate plot.
Yay, the post surived having the computer plugged in!
What is AW, I thought you were talking about Dungeon world?
I think Apocalypse World is like the prototype for the engine, and Dungeon World is its better-known offspring with some variant rules to support a more D&D-evocative atmosphere.
Looking at the website, it just looks like same rules with a different genre and classes
and stat names
"powered by the apocalypse: Dungeon World, Monsterhearts, Monster of the Week, Murderous Ghosts, Nanoworld: a Game of Clones, Sagas of the Icelanders, The Sundered Land, Tremulus"
'cause I taught myself on 3.0 handbooks but moved to 3.5 before I got to play 3.0, so I could easily be misremembering, but I don't remember anything in D&D 3.0 about facing.
Bah. Usually Aramis is pretty spot-on about rules even when I disagree with his conclusions, but I think he's missed the mark here.
I'm half tempted to make it a question, but it might seem spiteful and I'm loathe to ask questions which might require proving a negative.
(And I'm sure somebody, somewhere, invented Yet Another 3.X Subsystem for facing, so then there'd be the "It exists, therefore it's an integral part of the system" argument and the "Core only is balanced/idiotic" debate wouldn't be far behind... No! I am not Prince Hamlet, nor was meant to be. I have heard the mermaids singing, each to each. I do not think that they will sing to me.)
[cough] Sorry, I seem to have momentarily become a pair of ragged claws/ Scuttling across the floors of silent seas.
The last guy, the bedridden one? He wound up with double-digit negatives in the stats which determine how much you can do each turn, how much injury you can resist/sustain, and how strong you are.
He was also blind with echolocation, well-known for his amazing story, streetwise, extra-sensitive to radiation, 2.15 meters tall, and weighed 121 kilos.
Oh, but he had bonuses to the Guile and Command skills.
And at the very end, after all that, my last roll was:
> 176 Retard. > Radiation no longer affects you. Never roll on this table again under any circumstances
Or, apparently, an overwhelming urge to get out of bed.
(To be fair, that one was "Your game master will assign you a task. Once assigned, the quest will be your primary focus. For completing your mission you will be rewarded with 5 renown." We just decided the guy's quest would be to get out of bed.)
But quests are acquired by exposure to radiation in deadEarth.
Oh, and estrogen treatment is a radiation effect which gives you perfect memory.
@kviiri Surprisingly not; gender is treated with merciless bigotry, but sexual orientation is just flipped around casually. You can get bonuses to social skills when dealing with people attracted to you, but that's all I've seen.
(There are some very brutal and tasteless sexual radiations, but not specifically about orientation.)
Even if you don't lose 'em, they're soon mucked about with as radiations alter your skill abilities.
Sometimes a radiation will have you do two pages of math, and then the next one you roll will un-do it.
The fish-man mutation? It actually says "Take D6 attributes from fish and other water dwelling creatures like clams and crabs (that can be found in your area) of your choice and add them to your character."
We decided that being a post-apocalyptic hellscape, we should use Australian water-dwelling creatures.
and yet you provide the example of AC. If D&D 5e went back to negative armor class being good and the days of THAC0, that's something you apparently wouldn't point out despite the question being written for people who haven't read the rules (which is still ???)
you have good intentions with that question, but it's overbroad in what it includes, and yet rules out things that would be gotchas
i haven't played 5e, and what i read of it was much earlier on in the playtest, so no, I don't know these things
@GMNoob You're focusing on the specific example rather than the general objection. I have no idea whether saves should go on such a list or not because they're still the same idea as 3.5 (a defensive roll to resist a threat which uses the basic 1d20+ability mod structure)--just like your AC example--but has different specifics.
AC in 5e also has different specifics--lack of armor proficiency imposes disadvantage, which 3.5 didn't have.
So I have no idea how to tell whether you'd feel a term is used similarly enough or dissimilarly enough for it to be on the list.
@JonathanHobbs If AC went back to Thaco, I would say that AC is like in 2e and goes back to thaco. If people then didn't know what Thaco was, I could explain it, but if they did, then they get it. No need to explain the details of the rules.
@GMNoob but, it's not meant to be mentioned at all.
this question isn't a changelog, evidently.
the main crux here is what BESW said: it's unclear what does and does not get mentioned. i would mention most things, because I know most things changed at least a little.
@JonathanHobbs No, it's not a changelog. That was determined to be too broad. This is asking for the terms in 5e that have no previous example in any edition. (2e-4e, cause 1e is too far back for most )
So while, any previous condition or term that uses (dis)advantage needs to be explained, things which have previous examples don't.
@BESW Read it more closely, it tells you to read about it in chapter 5. Not under AC. It's just being helpful to let you know about it.
@GMNoob Thanks for the condescension, but if you'd read my objection closely you'd notice that I mentioned something about armor proficiency I could only know if I'd turned to chapter 5 and read the relephant entry.
@GMNoob It's still unclear how much difference is necessary to say something has no previous example. Again with AC, for example, 5e has spells and class features which let you calculate your AC differently. 3.5 didn't really bake that into the system.
@GMNoob If it listed terms that have no previous examples in any edition, you wouldn't mention saving throws or proficiency or status effects like Blinded. Those exist in previous editions, and your question doesn't say that's what you're after.
So, take a step back, and take a look at your question. How do you define what's different enough?
I see changes to the AC mechanic which I'd mention to my players. You see those as changes to armor proficiency, which I consider under the umbrella of armor class but you don't.
I'm not aware of ever being able to say , "Please roll your Intelligence Saving throw" in 2e 3e or 4e.
Such a phrase would have no meaning. In 5e, this meaning is new, and it confuses players if you don't explain it to them. I've had many cases where someone says, "Which saving throw is int based again, Willpower?"
@BESW If you wanted to spell out each attribute that would be fine. Because Saving throws are not the same as previous saving throws. In the old days, Saving throws refferd to Willpower, Reflexs, or Fortitude. (Or what 2e had) They no longer refer to that.
@kviiri Whats the difference between new and somewhat altered?
@GMNoob But you said "such a phrase would have no meaning" in older editions, and to me that sounds like it shouldn't be on your list of terms that players might misunderstand because of previous editions' usage....
@GMNoob If a foo does bar now and did bar then, but is now calculated by summing two stats instead of two stats and a roll, it's just somewhat altered.
I have no idea how to parse your explanations into something which would let me clearly understand if a saving throw should or shouldn't be explained in an answer to your question.
@BESW I am explaining the game to players who have played previous versions of D&D. I say things to them like, make a Saving throw, but I never explained saving throws to them, because I didn't realize I needed to. They then get confused. Thus this question exists, and this question needs to know what else will they get confused about, since the term is the same, but the meaning is new.
So you don't have a clear set of criteria for each element to be weighed and evaluated by; your criterion is "this confuses people because they get it mixed up with something from a previous edition."
@kviiri That would waste all of our time, because MOST Things do NOT require new explanations.
Temp HP are the same as 4e temp HP. dim light is dim light. Sometimes when things mean the same thing the terms were changed, like 3/4ths cover vs Supreme Cover(sp?)
See, the problem with this question is: for any given system I actually understand and have read (3.5e, PF, 4e) I would still have absolutely no idea where to begin answering this.
That's what i'm using for a rule of thumb, in lieu of not having read 5e much.
And the examples you provide are at odds with what you appear to be requesting, or the intent behind your requesting it, or both.
When in doubt, say what the problem is and throw wide your arms to the community's experience-based guidance; attempts to pre-define what kind of answer I think I need have always gotten me in trouble.
@GMNoob Yeah, that's right. Most things kept precisely the same meaning, whilst a clause that would be a massive gotcha was added or removed. Like Paladins being able to take other class levels. Paladin still means the same thing.
CAuse when I tried to ask the equivilent of this question I was told it was too broad. http://rpg.stackexchange.com/questions/1/differences-between-dd-3-5-and-pathfinder
This was my question: "5th edition uses something like Vancian magic but it isn't, it will be using 'challenge rating' to mean something differnent than in 3rd edition. Which terms in the rules might mislead a player if they assume previous edition rules but don't read the 5e rules carefully?"
Good answers will probably define the differences they found most significant, but they'll focus on experience-based procedures to deal with the problem rather than a list of potential problem areas.
I ended up doing the research myself, and finding out the answer to my question, so I'm not really concerned about it anymore. Though I'd definitely be curious if anyone finds other things.
Axoren's Devoted Crafter's Guide
Things to Focus on
These aren't in any particular order.
Craft (Int)
Without this, you have to buy the base items at market price. Since magic items require that the base item be masterwork, you're going to want to pay 1/3 the market price if you're making a l...
I just want to point out Axoren's answer. It's awesome^
@Aaron I was tentatively planning on letting this 4th pass without explosions (maybe watch over the trees if some of the neighbors were setting them off), but my 5yr old came home from camp begging to go see some. So we looked and saw most of the shows in town were Thursday night and it wasn't going to be feasible, so we went out and bought some GA legal ones.
Our state is boring, nothing that leaves the ground, so we had a good time lighting off fountains
Demon the Decent, system of *really* useful dramatic failures. I just wrote a interlock (Special Customised Secret ability a a character can unlock) Discovered that its effects are the same as dramatically failing on one of the prereq abilities
Best point from Rob Donoghue's Advantage discussion from his starter set unbox/review:
> It’s more forgiving. Chris Gardiner made an observation which absolutely sold me on the dice mechanic. If you forgot about an advantage or disadvantage when you rolled, the means of correcting that is to just roll another die. That, combined with the simplicity (rather than bonus-counting) of the mechanic removes a huge number of hold-ups in play, as a player stops to make sure he’s accounted for all his bonuses.
and then my one very experienced player was lobbying for him making a thievery check to remove it because X previous edition allowed you to make a mundane thievery check to disarm trap spells at a higher dc
eh I dont think this one got updated
but it was the shortest lvl 1 adv they had
I ruled he couldnt do that and that arcana check wouldnt work to disarm it (dispell magic would)
I like this player, hes been the GM for me lots of times, hes a great 4e GM but he is cynically trying to break 5e because of its 3.5 and 2e insipirations
and its like, while yes its clear they have discarded the 4e playerbase so far, thats not licenses to whilly nilly try to import mechanics from previous editions into it
we did have a great discussion afterward while smoking cigars around the fire that if I could somehow create a framework for playing Dungeonworld that involved grid combat (maybe even using descent rules) I would have my perfect game
because dungeon world is the perfect game for out of combat D&D style storytelling, its just that combat itself gets boring because its theater of the mind and theres no initative or other things
Yeah, the dangling licensing questions on it are rather worrying. It feels very much like they're leaping on an old, rickety bandwagon before someone can build a nice new one.
@Quentin yes. They've said they're actually actively working on it, which is encouraging, but I definitely wouldn't commit until they've got something firm there
(add to that they've said that they want people to wait until the DMG comes out to hack it and I'm kind of concerned that their design is going to be rather inconsistent with the goals of 5e)
(plus their production schedule sort of indicates most of it is finished (Nov release is not much time)
(or its going to be late (which I'd rather see tbh))