My understanding from previous editions was that bugbears are physically most challenging but hobgoblins are the clever ones, and goblins are the redshirts.
I guess my big problem with them is the same reason I can't get into conceits like Planescape; D&D's planar system is too inextricably entwined with a philosophy/ethics system I can't take seriously.
I hear that a lot. Really my only problem with the alignment system is players justifying disruption of the game by appealing to the fact that they're CN.
(Given that my games aren't very ethically inclined)
And that's mostly a problem of player/group fit anyway.
(It seems detached from anything in the real world, to the point that the character and motives of a person in that world feel almost impossibly alien to me: faith and reason are identical, so belief has no real role.)
@Tablesalt Ah, yeah. The less a group makes it part of play the more its problems can be ignored, at least. Unfortunately Planescape--and creatures like the modrons--are fundamentally about exploring that flawed system as if it weren't flawed.
@Tablesalt There's a 9/10 chance it was me. (It's also in my bank of Interesting/Useful Links in my profile.)
After 3.5's internal contradictions, 4e's firm and explicit mechanics were awesome and I loved being able to invent my own mechanics for monsters without setting precedents.
But the work burned me out and eventually I also realised that fundamentally D&D of any edition isn't interested in supporting the kind of stories and gameplay I like, so I gave up trying to force the systems into a shape pleasing to me.
Now I'm using systems that are inherently more BESW-shaped.
@Tablesalt I think that argument only works when looking at the alignment mechanic in a vacuum. While alignment can be used that way, and it can work to some extent, it's only a "good" choice in comparison to not having a personality-and-behaviour system at all.
Compare WoD's nature/demeanour concept, for example.
Or even Storium's Strength/Weakness/Subplot cards when used for personality rather than physicality/skill.
My Mage had a Helping nature with a Teaching demeanour; her primary drive was to help others and she most often expressed that through teaching them. That's gonna be a lot more helpful in "how do I act in this scene?" than "I'm Lawful Good," which is what she'd have been in 3.5.
Unfortunately --especially in 3.5-- the alignment system is so deeply embedded in the mechanics that it's almost impossible to actually remove it; the best I ever managed was to steadfastly ignore it.
@Tablesalt My initial response is that it looks like the reward system is designed for the GM to reward RP he likes. Attaching mechanical awards to pleasing the GM can quickly become poisonous, so I'm inherently skeptical.
basically an answer of "it's mechanical bribe to roleplay the way the GM wants you to. we could do some nice things with it like turn it into fate points and awarding it only when people make substandard choices consistent with their character description, but the books don't give guidance on that or various supporting rules like Fate does, so that makes it just another form of the GM wanting you to play that way."
While reading the D&d 5E Basic Rules, I noticed that under "Other Dexterity Checks", it said "Play a stringed instrument". This led me to wonder what ability is used for playing other types of instruments- specifically, woodwind instruments (it seems that woodwinds and strings are the only types ...
it catches the SA, thanks to assumed fighter adjacency, but it's missing a good bit of accuracy, more importantly, it's missing a solid 5% or so on the crit chance
I may work that out with advantage factored every time tomorrow
Just to see how badly it ends up outclassing the fighter
(the fighter is in a bad spot here as their 3rd attack comes at L11 just outside the preselected scope)
Ok, tomorrow I'll rework these numbers against the Bugbear. The +2 AC will mean factoring in advantage for the rogue will be more meaningful
and no change to the Dex save means I won't be wasting my time sorting out the wizard here
@waxeagle The tiers shift at levels 1,5,11, and 17 those are probabbly the levels that should be used.
@BESW What spells are save or die?
But there are two main things to consider, I think. 1. Are the 4e assumptions about AOE abilities accurate for 5e. 2. Is infinite monsters a useful metric, or should it be capped by the xp of monsters killed.
In 5e I have no idea. I'm saying that with a damage gap like that, it's hard to imagine what except exclusive wizard-can't-do-equivalent game-changers could possibly create a situation in which this isn't a combat disparity.
Aye, those are assumptions which should be checked.
Meaning, if there are 200 hp worth of monsters to fight through, and everyone is doing 300+ damage, then the fact that one class can potentially do 500 damage and the other class 1,000 isn't really an actual disparity.
There are multiple ways to model AOE. One way is the DPR King for 4e method. Another way mentioned in one of the answers is to half damage for every new target
so 1 target gets 100% damage, then there is a 50% of a 2nd target, then a 25% chance for 3rd target etc.
And there might be other ways for 5e that make more sense.
@GMNoob ...how is this not the exact same argument that you railed against when your playtest experience wasn't being accepted as equivalent to 5e experience?
"We know things about it, but we don't know enough yet to make definitive statements."
It's one thing to say, we've played in the playtest and done one or two sessions and have an idea of what the best way to do it is. It's another entirely to say that we don't know what the best way is, but 4e had a standard, so we will use that for now and see what happens.
@JonathanHobbs I think he's saying that we don't yet know what "optimal grid tactics" will be in 5e so our math to calculate average AoE damage can't yet accurately reflect optimal target spreads across the grid.
I am confused. BESW asked if we don't know how AOE damage is applied to multiple targets in 5e. You said you don't know the best way to apply it. That sounds like there's multiple options. Does that mean you're not sure how to apply it in your calculations, or that the game provides multiple options and you're not sure which one to pick is best?
If I were maintaining a list of my party's attacks and their average damages, I would list area effect attacks under multiple headings for the number of potential targets.
Let's take Freezing burst and assume the wizard has a 60% chance to hit and deals 1d6 + 4 damage. Here's how I'd list it in ...
@BESW Maybe :) We don't yet know which variables and things to use to determine the calculation. Not because it's unknowable, but because nobody in this chat has sat down and pondered it and given an answer yet.
> Flank with your partner, circle left; > Stab that gnome, put in some heft. > Forward, back, and dropkick around-- > This fight's gonna get us kicked from town!
You can see in the various answers to that AOE question, that lots of the assumptions are based on 4e rules that 5e doesn't have.
@JonathanHobbs The rogue specifically gets Sneak Attack damage if she either has advantage against the enemy, or there is an enemy of the target adjacent. But the rogue can be far away shooting in.
@GMNoob Which (and it's tangential and an ongoing burr I know can't be filed down yet, but--) brings us back to "How in Sam Blazes is 5e gonna be able to give me a 4e-like experience?"
ingame theory: the Dropkick Murphies dislike gnomes. Their name comes from a particular run-in with a particular gnome when they were just starting out.
@BESW firstly, with different class builds than basic provides us with. Secondly, with aditional rules modules, and lastly, it will be 4e-like, not a 4e-clone.
I don't think different battlefield tactics changes the game from feeling like 4e
@GMNoob I get that last point, I really do. I'm just having trouble seeing much of anything that reflects what I consider some of the crucial "4e-like" experience points, so telling me it won't be a clone isn't addressing my not seeing much even reminiscent of 4e.
what greatly reminds me of 4e, is the battlemaster maneuvers. Such as the ones that allow you to cause another player to attack a creature instead of you attacking. Or healing someone by rallying them with a shout. Or the ability to shove 10-15 feet, as well as do damage, etc.
Then there are abilities like protector, that allow me to give disadvantage to an enemy attack who is attacking my ally that is adjacent to me.
Let's see. - Character creation should have a minimum of "trap" options. - Combat can be grid-focused and tactical, by which I mean multiple hard choices between interesting options on most turns. - Mechanics-enforced character roles are firmly present but don't significantly modify each character's ability to contribute outside their specialty.
- Even at the end of a hard day expending resources, characters should be able to contribute meaningfully to combat.
@GMNoob I'm on the periphery of this discussion, but having one class with some reminiscent features is a long way from making the game 4e-like (especially when that class is standing beside a Wizard gating things in)
@GMNoob the flanking conga line thing is, I think, from much earlier editions like AD&D. 4e had a bunch of crowd-control stuff that would make establishing reliable conga lines difficult. (this is a good thing.)
- Fluff and mechanics are well separated; re-visualising a mechanical element doesn't modify its effects. This means that ability and feature text uses mechanical notation in addition to (or instead of) narrative description.
- Every class feels like it can be a valid option which contributes to the party; there's little sense of "Why pick this class when that one over there does the same stuff better?"
(With the acknowledged exception of the Seeker and most everything in Heroes of the Fallen Lands. [grin])
@GMNoob I consider character creation to be a minigame integral to the D&D experience in every edition I've played or investigated.
One of my players almost preferred building 4e characters to running them, so I'd hope some element of that minigame is present in something which claims to be 4e-like.
Naturally I don't expect a 4e-like experience to embrace all of these elements.
But in order to be 4e-like it should really have at least a few.
Well... if it's how you create your character, then it translates directly to all of play. In 4e, I can play a Desert Cleric of the God of the Plains who casts using the finer parts of the earth - most of my attacks involve sand, heat, wind, breaking rock, and so on. Beneath that, because of the separation of narrative and mechanics, I could be a reskinned Wizard or Warlock or Shaman or a number of other things, without fighting the game at all.
All I have to do is take the mechanics of the power, and if its narrative doesn't fit my character, I ask myself: "What would it look like if my Desert Cleric was trying to achieve this effect?"
There's some requirements in there, like how a Fireball with the Fire keyword should probably be reskinned as something pretty hot (I'll make it some intense sunrays!), but that's very different to a system where the mechanics care that a fireball looks like a fireball, crackles like a fireball, lights things on fire like a fireball, and so on.
More 4e-like elements: - Terrain features (passive and/or responsive) as an important part of combat tactics, including the ability of characters to modify their surroundings mid-combat in tactically significant ways. - At least *some* attempt to mitigate the goblin die in goblin-dice-antagonistic scenarios (IE, skill challenges). - A separate casting mechanic for out-of-combat spells which would trivialise combat but are good to have outside combat (I think 5e DOES carry this over rather nicely?).
I'm also not sure what you meant earlier about mechanic roles. In 4e if I played a defender but tried to act like a controller I'd be really bad at it.
Better example: in 4e if you've got two defenders in the party and you only need one to force bad choices (marks + punishment) on the solo NPC you're fighting, the other defender doesn't feel useless.
He doesn't deal as much damage as a striker, but his damage is meaningful. He doesn't have as much debuff potential as a controller, but what he's got contributes to the conflict in tangible ways.
(I realise that one's pretty subjective, as there are people who argue a 3.5 monk can't contribute meaningfully to MOST conflicts and others who argue they trivialise most conflicts.)
@BESW Two defenders are terrifying in a party. Especially at higher levels where most can get pesudo-marks and so can both glare menacingly at the same target. I've had monsters destroyed by fighter + paladin. If you attack the fighter, you're blinded (and good luck with hitting that AC blinded) and hit by paladin. If you attack paladin you deal half damage and get drop-kicked by fighter.
@Magician Oh, indeed. I had a paladin/feylock trolling with eyebite and divine challenge while the fighter knocked everything he swung at (didn't even have to hit) more squares than they probably had move, knocked them prone, and slowed 'em.
@Novian There was the time my party had a bola kobold who dealt no damage but caused slow/restrain/can't teleport, and prone if he hit twice. He could make the attack into a 3x3 burst of squares, or twice into one square. Yes, the monster was invisible, but it was prone and couldn't move at all. The party just kicked it in the kidneys until it gave up.
Finally got the physical copy of 13th Age Bestiary. It starts with Odd Monster Lists, such as Monsters That Lay Fearsome Eggs. Because of course it does. In it, there's "Bulette: They probably lay eggs, right? I mean, I guess they may not. Find out." I'm going to love this book.
In the actual description of the bullettes: Things Found In The Stomach Of A Bulette Pebbles. Dirt. Twigs. Gravel. A boot. A crushed humanoid skeleton. Belt buckle from an Imperial tax collector. Jackalope foot. Lion skull. Twenty strange tarnished silver coins of unknown origin. Masonry nails. Shield. Door hinge.
Reminds me of MechWarrior: every manual for the tabletop strategy game, from the start, was written from the perspective of someone in-universe, actually writing about BattleMech combat. Each subsequent manual - with new material, revisions, or so on - was written by someone who called out the author for the previous manual for being wrong or ill-informed.
@JonathanHobbs Each monster description takes a few pages: multiple statblocks, advice on building battles, links to larger setting, adventure hooks, random things like bulette stomach contents. I've read some of it in pdf, it's a good read!
@JonathanHobbs The Shadowrun 2e books that gave new equipment were similar. They were set up like catalogs, and had chat-room-style character comments on the new products.
(2e was the last edition I looked at, so can't comment on the newer ones)
There is No Ecology of the Rust Monster Obviously many articles and web sites disagree with that sentiment. But what we’re suggesting as the default setting for 13th Age games is that rust monsters don’t survive long in the surface world because almost everyone hates them. Think of the rust monster as the equivalent of chemical weapons in the present day world; some magicians might investigate ways of using them, but getting caught makes everyone your enemy.
So when rust monsters show up, it’s most often because
13th Age is a d20 fantasy tabletop role-playing game, designed by Rob Heinsoo (lead designer of D&D 4e) and Jonathan Tweet (lead designer of D&D 3E), and published by Pelgrane Press. It was released on 3 August 2013 and the pre-release version was a nominee for the RPG Geek RPG of the Year 2013. As of December 2013 the ENWorld hot games list showed that discussions of it were responsible for 2.6% of all D&D related web traffic they had been able to index.
== Setting ==
The setting of 13th Age is intended to be fleshed out in the course of play. Although there are default places, 13 default Icons...
@JonathanHobbs That' what I really enjoy about Vollo's guide to waterdeep. It has a forward by Eliminster saying that Vollo has no idea what he is talking about, and use his guide at your own risk.
It seems to be distinguished as a sprawling series of underground spaces in which technology develops in apparently independent and organic ways, while organic creatures barely eke out a life within the metallic forests of pipes.
But the primary feature of GearWorld is its refusal to conform to expectations (except in that it's always creepy), and that it's the only intellectual property of Ursula Vernon's which she can't command.
After talking about shadowrun & steampunk yesterday, I'm thinking it shouldn't be too hard to adapt. Limit the equipment options, and make everything more clunky, less streamlined... and the overall world setting needs to be totally replaced... but mechanics-wise, it's a pretty good fit
@Magician Right ofcourse not. Except I just did. Spiritual weapon doesn't even use up a spell slot. So how that means that a cleric can't heal and attack in the same turn is beyond me.
Yes. You can heal and attack with a small selection of bonus action spells (currently one?) in the same turn. Compare it to 4e's you can use any of your fun abilities and also heal if needed.
> "These facts are all true to the best of our knowledge, however since I am surrounded by weirdos, I take no personal responsibility." - Sam the American Eagle, about "The Muppet Show" season 1 DVD's extras.
D&D 5e has been called by it's creators a [Living Rules System.] ( http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20140623 )
What this means is that:
If we know something is an issue, we’ll let you know that we plan to address it. When we have some ideas, we’ll put those in front of the c...
"We were surprised that people didn't want the same thing we thought they wanted 15 years ago."
You know, I still don't get how "living document" and "living rules" is any different from the "publish errata and expansions/supplements throughout the edition's era" we've seen in 3.x and 4e.
Eh, 4e did fine by keeping their online services up to date with their errata so I didn't have to check anywhere except where I was looking for the rule in the first place.
@BESW well, they want to do All The Things and have plug-and-play subsystems right? Seems like they don't have anything like that at the moment, but anyway - Living Rules sounds like they'll be releasing new plug-and-play things to do those other things, so the base level of the rules can evolve and be considered 'alive'
Living Rules is a very overly fancy term for it, but w/e
Ayup. When's the fighter going to be non-boring? Soon. When're we going to see 4e-like gameplay? Soon. I get that it's not a released game yet and all, but we've had the "you can't criticize it, it's only public playtest number 1/2/5/8 / basic free rules / starter set" excuse for literally years now. At some point, it'll have to actually deliver.
@Magician My problem is that simultaneously I'm being told that I should use all those "not yet ready" examples to form my understanding and opinion of the final product.