@Youjay Yak I'd go with a draft horse, rename whatever kick-type attack they have into a horn/gore. Turtle I'd grab a dog (not mastiff), drop the speed to 10', and rename things. Maybe give it a "turtling": speed becomes 0 when prone.
Effect 77-78 of the wild magic surge table in the Player's Handbook states:
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
Polymorph's spell description then says:
The target's game statistics, including mental ability score...
If people already haven't please take a look at this new meta about revisiting our never guess the system policy. We want to hear everyone's voice on the issue whether you agree or disagree with the way things currently are run.
Especially if you disagree though this is the time to express that and make your voice heard!
@Rubiksmoose Doppels answer on that linked Q looks good. I noticed that one of the suggested tags when I opened the page today is "dnd-4e" but that doesnt really show that we basically require a system tag
@SirCinnamon I sorta piggybacked off your idea in a comment. Unsure if you want to integrate it into your own answer, or if I should post it as a separate one.
@SirCinnamon I believe they are generated pseudo-randomly but the method by which those are suggested is unclear. Let's be honest though, if it was by overall tag usage on the site though it would always be recommending 5e.
@Carcer I mean that makes complete sense. But I think it is really important to have minority voices express their opinions as well. For one, it is not always sure that they are the minority but also because there is no way to change a majority opinion without first expressing your idea and attempting to convince someone else.
It is always harder to ask for change than to uphold the status quo.
I think @SirCinnamon is on the mark: we need to make sure that users can't accidentally submit a question without specifying their system. I think the question "should we attempt to guess the system?" becomes moot if we're preventing the problem in the first place, and there's simple UI changes that would deal with that.
@Xirema I'm not sure there is a single change that would eliminate the issue completely that has been proposed thus far, but I think all the proposals are steps in the right direction and would probably have decent impact.
@Xirema Yep. If the tour or question prompt doesn't mention the policy, then it's no wonder that new users get confused or frustrated when the experienced users enforce it.
Stack Overflow used to have a pop-up that would get in the user's face if they tried to submit a question without specifying their programming language. Not sure why it got removed.
At minimum, the site should say somewhere "If you're asking about a specific system, please include it in your question or in the tags" or something along those lines. This way, we can point to this rule instead of having the comments explode into bickering.
You're all probably wondering who I am and where Joe is. I'm one of the developers on the Developer Affinity & Growth team with him, and I'm excited to tell you about a prototype that we'd love your feedback on.
Questions and answers are what Stack Overflow is all about. The starting point for a...
It seems like if this feature ever makes it and if it ever gets rolled over into SE sites, the changes necessary to make it work here would exactly suit the needs of helping to address this issue.
I'm not sure how likely any of those "if"s are though.
@NautArch Depends on the ruling and sometimes it is unclear.
@NautArch The problem is, there is often several different way to interpret RAW. People like to pretend there is only one RAW, but that is not true. As long as the rules are composed of words that can be interpreted in different ways there will always be the potential for multiple equally valid RAW rulings.
@NautArch I mean arguably you could say the cases where JC is "wrong" are cases in which he is saying that the rules do say something that they actually don't. Could be interpreted as trumping them that way. But in no case does he ever say "the rules are wrong do this instead"
my understanding (I forget where from) is that Adventurer's League cares about what is in the books and the published errata, and it is the discretion of the individual DM whether they consider stuff like Sage Advice and Jeremy's tweets or not in when they are adjudicating the rules
Complete side note: I finished my Masks campaign last night! I think it went really well overall. From our post-session breakdown the group really enjoyed it. Everyone is even willing to give Masks another go in the future! And now they are interested in exploring other PbtA games! Not bad for our group's first foray into non-D&D RPGs I think :)
The last fight was my worst fight pacing and smoothness wise and I learned some valuable improvement lessons from that and other hiccups throughout, but overall I think it was a fun experience for me and the players.
@Rubiksmoose Whoa whoa, yes he was holding a bloody sword next to the beheaded king, but thats circumstantial evidence! Innocent until proven guilty! The queen is an unreliable witness!
And suddenly your fantasy adventure is a courtroom drama
My bard has weird culture shock going on, the fighter is doing low INT things, and the ranger (who is the most sensible of us three) doesn't have a forceful personality.
@Rubiksmoose Just the fact that D&D has no mechanics for XP and roleplay is frustrating. I'm fine handing it out myself, but it makes encouraging it problematic.
Also all level based systems have a problem with the individual reward of experience because it's either in amounts too small to mean anything or it means one or two players spend significant amounts of time being just flat out better than the others
spend-XP-to-buy-benefit systems just work far better with individual reward encouragement - a few more points of XP gets you a tangible benefit but doesn't make you so much better than your comrades as the difference of a level does
@NautArch Yeah though technically Masks doesn't have that either in the way D&D does. You gain Experience from failing any type of roll. Fail enough rolls and you gain an advancement. Pick advancement from list and continue.
@Carcer In general I agree, although it puts more responsibility on the player to choose their advancement wisely, and can be punishing if they invested badly or inefficiently
Have you guys ever found the Disarming rules to be a bit OP? My DM confided to me the other day that we accidentally cheesed our way past a major combat encounter because his suuuper evil cultist bad guy was supposed to use a Magic Shovel to turn himself into a Rock Golem, but couldn't, because we spent the entire time in combat repeatedly disarming him of the shovel, then causing him to have to take the shovel back, until our overall damage took him down.
On the other hand, the combat session was really stressful overall. Before he got the shovel, he was flying around with a 60ft/round flight speed, against a party that has no viable ranged options. So the moment we got him grounded, it was just a never-ending chain of Grapples + Disarms + occasional damage if we had action economy leftover.
@NautArch Yeah, pretty much. 5e Disarm replaces one attack, so my paladin (2 attacks + pretty good STR modifier) would force the disarm, our rogue would grab the shovel + disengage, and then the cultist would have to chase down the rogue.
Because we fought him twice, once in a vertical tunnel, where we used the same disarm + grapple chains to subdue him. We locked him up, but the next morning, he broke free due to some Third Magic BS, and then stole the shovel again, and we disarmed + grapple chained to subdue him the second time, and just killed him because we couldn't keep him locked up.
@NautArch The difference for Fighters is that they get to also deal damage with their Disarming Strike, and the check to resist the disarm is a lot harder for Disarming Strike.
@NautArch the battlemaster manoeuvre lets you disarm as a free bonus on an attack that hits plus still does damage - it's much more versatile and obviously a straight upgrade to disarm
@NautArch I don't remember. The shovel wasn't that big, so it didn't require being used as a two-handed weapon (especially since it's main use was magically conjuring large boulders to hurl at us, as though it were a wand), but we never tried to use it ourselves, so we don't know what its properties were.
I get from the PHB that there is no general rule for disarming an opponent but only a specific rule for Battle Master fighters.
Can we assume that other classes (even other fighters subclasses) lack the training for such move or can we deduce that everyone can attempt a disarm without the superi...
@Yuuki The thing is that it says "A creature can use a weapon attack"
@Yuuki It also says "If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.", which sort-of implies that it would-have-been a normal attack if not for the disarm effect.
This also further prevents it from stepping on the Battle Master's shoes as the Battle Master would be able to make two disarming attempts per turn as well.
This is one reason why it is not correct to assume just because one thing specifies something that all other things must specify it to be true. The issue is different writers specified different things and it is hard to read what that actually means.
My gut instinct is that Disarming is meant to be a whole-action replacement, since otherwise it makes Disarming Strike harder to use.
Disarming Strike is better for the Action Economy because it lets you also deal damage, but it also has a lower chance of success (requires you to successfully hit, AND have the enemy fail their saving throw), and is limited to X uses per day.
Although I guess it's not much different than rolling +HIT vs an enemy's athletics check.
Since the alternative is +HIT vs an enemy's STR saving throw.
My suspicion is that a lot of the things in the DMG that are optional rules did not even get the (arguably) insufficient amount of critique/playesting that PHB stuff did.
the specifically forgot all of the readability and UI tricks from 4e because bolded keywords signifying a rulesterm and other helpful readability tools were too associated with the edition that "WAS NOT MY D&D!" etc.
so 5e leaves us arguing about capitalization signifying the same thing
(attack vs Attack in the rules)
@Rubiksmoose Agreed, the DMGs presentation as a whole is here is this box of optional mechanics you can cherry pick from to build your preferred version of the rules
I mean, in general, I greatly prefer how 5e is written, not least of which because it puts more control in the DM's hands. But also, you do want to have a consistent basic framework of combat, universal mechanics, etc., and ambiguities like this weaken that framework.
I feel like if I want a wholly GM operated ruleset Ill do something like Dungeon World where the players inhabit a narrative driven experience that mechanics are applied to after they narrate their actions, not before
@JoshuaAslanSmith That's one thing that I've been trying to break from with our first try at Dungeon World. I find myself looking at my character sheet for options sometimes as a habit from D&D.
@SirCinnamon But grapple and Shove are basically the same type of creature. I can't think of anything besides those that explicily or otherwise allow it.
like the figher's ability: Bend bars, break doors, is a very unique narrative used ability that you may forget if you don't scan, but it should just be a reference
Should I move that bit about Extra Attack into its own question? That's a big part of what I was trying to figure out ("can I Disarm twice in a turn if I have Extra Attack, replacing both of my attacks with Disarm") but now I feel like maybe I should split it into a second question, contingent on the consensus answer to this first question.
the flow I have in my head is player narrates the PC's in world action, GM suggests appropriate Rules logic (from general or the player's sheet), Player can suggest a specific character rules interaction of the GM did not.
I'll wait and see how answers shake out, but at this point, it looks like I'll probably end up just houseruling this for my own tables: "Disarm is treated as its own Action, not as a replacement for a single Attack".
Because TBH, being able to attempt a Disarm twice in a turn (or 3-4 times for Fighters) seems too powerful.
Like, Battlemaster Fighters is fine, since they're using a limited resource to do that.
@Xirema Between it being optional and unclear - I'd go with whatever you feel is working best at your table. But I wouldn't look at it through the lens of your recent battle. The results of that were kinda on your enemy design :)
@NautArch Yeah. Also, thinking more on it, there was a two-round period where the cultist guy was underground, where realistically, if he had wanted to transform into a giant stone golem, he had the opportunity to do so.
I mean, if you really want him to get that off because the big stone golem is the actual boss fight you're trying to have, it shouldn't be that hard to design the encounter such that the guy has enough time to do it before the party can hit him
Two of us were grappled onto him in mid-air over a long vertical shaft, and the Druid cast Dispel Magic on him, removing the effects of the Fly spell. He dug an emergency tunnel into the ground, and the rest of us rolled a lot of fall damage. XD
@Xirema OH! In that case - Kudos!!! Yeah, your DM either intentionally or unintentionally put an easy button that monster. You guys found and used it. Great strategy and teamwork.
@NautArch I'm really tempted to make an encounter that is just a literal button with the word Easy on it. And all they have to do is press it. Put that in the room and see how long it takes for them to figure it out.
@NautArch At this point I just rub players noses in their mistake XD. NPC walks up "What, you didnt even want to use this super special sword that kills him in one hit?"
@Rubiksmoose I once put a huge door covered in gears in front of my players. Some gears were missing and laying in front of the door. Many different materials, sizes and shapes. The secret was... its a pull
I've still got a puzzle based on the "this guard only tells the truth, this guard only tells lies" puzzle, except the posted Sign informing the players of this is lying, neither path leads to their destination, and both guards are liars. (both paths lead to some decent loot though if they beat their respective encounters)
I wonder if another sign down one of the paths should say "The first sign was lying" and then let them argue about whether this sign is lying or if the first was actually was wrong.
Double twist; the guards are actually going through an acrimonious divorce with a nasty custody battle. Both of them want the party to testify for them as character witnesses.
@Carcer "He keeps telling people this path leads to Neverwinter!" "I've never said that before in my life, HE's the one who keeps telling people that THAT path leads to Neverwinter!"
Based on this Tweet by Mike Mearls I understand that a Warforged unit is a 'Living Construct':
cure wounds works on [warforged], stuff that works on living or construct works on them
This goes to say it has both the 'Living' and 'Construct' creature tag (if living was a tag). This means cur...