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2016-04-17, 08:14 AM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Argue in good faith.
And try to remember that these are people.
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2016-04-17, 08:50 AM (ISO 8601)
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2016-04-17, 09:16 AM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
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2016-04-17, 11:09 AM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Firstly, the Lycanthrope entry is very specific about applying only to the curse of Lycanthropy.
BUT even if you wanted to use it more broadly, it only specifies that a DM may take control of a character who's ALIGNMENT changes.
The text of True Polymorph specifies that the one transformed retains their alignment and personality. Meaning that even using the optional rules for Lycanthropy, the True Polymorphed player would remain under the control of the player.
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2016-04-17, 12:50 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
<Redacted by author>
I have decided that the post I made here was sinking to level of passive-aggressive childish behavior that I do not wish to engage in. I had let my temper get the better of me, and I apologize.Last edited by RedMage125; 2016-04-18 at 05:56 AM.
Red Mage avatar by Aedilred.
Where do you fit in? (link fixed)
RedMage Prestige Class!
Best advice I've ever heard one DM give another:
"Remember that it is both a game and a story. If the two conflict, err on the side of cool, your players will thank you for it."
Second Eternal Foe of the Draconic Lord, battling him across the multiverse in whatever shapes and forms he may take.
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2016-04-17, 01:06 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
So just to keep track we are at 2 house rules 'needed'? One about Similacrum chaining if you play with unreasonable players, and one about Creation if you play with extra unreasonable players?
Plus a small handful of clarifications that help (but are not strictly necessary) of people are playing certain classes? I like to clarify how often you will be rolling for wild surge before someone chooses to play a wild sorcerer
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2016-04-17, 02:00 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Also something to deal with the rather ridiculous open ended nature of Creature to Object with true polymorph.
You buy a chicken and turn it into enough gold to buy two chickens is just as valid a use, as using it to buy a chicken and turn it into enough gold to outright buy a nation.
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2016-04-17, 02:08 PM (ISO 8601)
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- Oct 2014
Re: How Many Houserules Does 5E Need?
The Creation thing isn't strictly necessary, since RAW is that DM decides how magic items are gained.
Gold? Bah! I True Polymorph a chicken into the moon! Yeah, maybe that needs a bit of clarification if you have a player who insists on being unreasonable.
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2016-04-17, 02:20 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Well no. You just need a bit of clarification in general. Sometimes it's entirely reasonable to want to do a thing. For example, setting a chicken on the roof of a castle, and casting true polymorph to flood the castle with lava.
There are entirely reasonable uses of a power that open ended that don't necessarily include world domination but at the same time... well kind of cause issues.
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2016-04-17, 02:52 PM (ISO 8601)
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- Mar 2016
Re: How Many Houserules Does 5E Need?
That's because the world is a consistent believable world. The Wizard that has a tower full of beasties, traps, and challenges is not going to put more than a standard lock on his treasure vault because anyone that can bypass all of that will get past a locked door like its nothing, plus they will be out of money by that point.
"Appropriate for high levels" is subjective. If you mean I don't twist my world into Plot Pretzelstm then what you just did is a circular argument: Why don't you Twist your world into Plot Pretzelstm to bypass broken bits so that your world is consistent for high level players, which is the only way to play with high level players because to keep the game from breaking you have to use Plot Pretzelstm.
Intelligence is rare. The ability to gather info on the players' characters, then use that info to plan for the characters in particular (short of a recurring villain) and then hit the players' safe houses and be one step ahead of the players at every turn is what I mean by Moriarty level intelligence in my signature. You can pull that off once maybe twice in 20 levels before the players start losing their suspension of disbelief or their verisimilitude breaks.
I withdrew the necromancer one because there are more important house rules that have to be made.
Different people keep saying different things, its hard to keep them straight what with the dog piling. Seriously people (in general) read the entire thread and if your point was already made don't reiterate it again. Use the multi-quote system to mark posts you want to respond to, then unmark them when you find they were already replied to.
Irrelevant, a DM can choose or not choose or even modify those tables as he sees fit. The DM doesn't have to roll on the table if he doesn't want to, everything in the DMG is up to DM discretion to use or not or even change to his whims. Saying you will have X rubies is just as valid as saying you will have no rubies ever. The difference is that you don't like there to be no rubies.
I question what he was doing during those 20 levels if he wasn't picking locks and picking locks was supposed to be a big deal. If after a couple of sessions I don't get to play with my character the way I want him I would ask the DM. Also the Thieves Tool skill is more than picking locks, I can also use it to disable traps as well. Of course if neither is available I would ask the DM if I could change my Expertise to something else if possible. Unless you are saying you only play at the highest levels.
So first you say no one claimed that rubies are supposed to be easy or hard to find and then immediately next sentence they must not be hard to find at all and now the Wizard has Thieves Guild connections. So you are basically saying that rubies must exist regardless. At this point I don't think there is even much to be said. So basically no one but you claims that rubies are easy or hard to find then?
It was an insult, I am sure of it. I do not appreciate insults. But it is true your humor leaves much to be desired if pushing memes on others is humorous to you.
Guy "You look nice today."
Girl "Oh, so I didn't look nice all the other days?"
You should probably lighten up and stop assuming everyone is attacking you personally.
It was not an insult on my end. If you took it as an insult, I'm sorry that you did.
Everyone loves memes, for the most part.
You are limited to 10 minutes, unless the Fighter had a massive windfall all of a sudden you will not suddenly say the Wizard gave the Fighter the money without conflicting other parts of his memory.
And now we are moving the goal posts, you are on a roll here. Your reasoning is so contrived that I can't see it work except in your head. Plus you have changed stances so much you know that you had a bad premise from the get go. Instead of just admitting you are wrong you are just trying to salvage something that could never be salvaged in the first place. Even the spell says that the creature isn't inclined to act on the memory if it is too nonsensical. The Fighter probably won't be the kind of guy to bet huge sums of money on a whim on silly bets and will probably dismiss the memory even if you act on it, also because the other people in your group would probably also remember such a deal unless he is the kind of guy who would make huge bets on silly things in secret, if I was the kind of guy so loose with my cash I"d let the people I care about in on it.
My signature is composed of all the Plot Pretzelstm that people have suggested to bypass the brokenness of particular spells. It is not "without facts", its indirect quotes of 'facts' others have presented, and reiterates my opinion of Plot Pretzelstm.
I don't know, I didn't write it. But it doesn't say you CAN make magic items, either, does it? It specifies that you can't use created items for spell components, why would permanent magic items be okay? Doesn't matter, the fact that it fails to specify that you CAN make permanent magic items means you CANNOT. That is how game rules work.
Actually because other spells call out that you can't make magic items, a lack of such a line leads me (and others) to believe you can in fact make temporary magic items with it.
I said that was an extreme example. It's absolutely not the same. The point being that as soon as you accept the logical basis of "rules don't say I can't, therefore I can" as valid, you open up the path down a slippery slope. There's a reason that line of thinking is referred to by gamers as "Munchkin Fallacy"
Forcing them to cast spells with harmful backlash for your benefit, sending them blindly into sealed rooms via dimension door, forcing them to teleport to unknown areas so you don't suffer a mishap...you don't consider any of that abusive?
The Munchkin Fallacy is a non-sequetor. This is because players and DMs that allow this kind of thing aren't always being Munchkins. Sometimes they don't know the impact it will have on the game and they simply read the rules as written and don't have 10 years of D&D experience with older editions (before 4th) to tell them to never say yes when a player asks something about a rule or spell. These people expect the game to just work. They expect to spend their time telling a story and running a world instead of trying to bypass class features by twisting the game world.
I don't generally assume the caster is going to mistreat them. Even in the other thread, if you READ what I say, I said that in most scenarios, the caster will likely not mistreat them.
I do, however, assume YOU are going to mistreat them, given all the examples you give to use simulacra as test dummies and backlash buffers.
The point was to hold up a mirror to your own behavior. If you want others to behave by a certain code, make sure you come correct. Your own behavior has not been above reproach.
Your list of what is considered "broken" is ridiculous. Yes, Simulacrum abuse is a problem, needs a fix. But Rope Trick is fine. A "Plot Pretzel" is only necessary if players are somehow using it so much as to become a problem, but the REAL priblem in that scenario is those players, not the spell. Forcecage and Cloudkill are each fine. Using them together likely requires planning and teamwork, and can only be attempted 2 times a day max. After it's been used enough times, the party's enemies will likely become wise to it, and all the BBEGs will have immunity to poison or somesuch. At which point your Forcecage is now just giving them an extra hour to heal any wounds suffered and build up a buff spell suite right before it wears off.
Force Cage + Cloud Kill only need to be used a once or twice a day because usually you only face a BBEG once per day (or even once per adventure which might take several days). It only requires teamwork if you use the box version and then it only requires another caster to concentrate on a spell that immobilizes the enemy, another caster like the Wizards simulacrum. Short of the BBEG escaping (unlikely) no one will know without using high level divinations so now every high level BBEG must use high level divinations to know who is going against them and their tactics. Force Cage lasting an hour goes both ways, the party gets a free short rest too which will likely benefit them more.
I'm glad you're dropping it, but it would show more maturity if you just admit that you were wrong and the Rogue's capstone ability isn't really "broken". That is why people are accusing you of acting like you "have to be right", by the way.
Any BBEG designed to challenge a party over 11th level should damn well have some better defenses that an invisible warrior can't just sneak up on him and assassinate him like it's nothing. That's not me saying "DM should use a 'PlotPretzel'", that's me saying if the players can do that to a BBEG over CR11 (which he SHOULD be over CR 11 if he's a solo fight for an 11+ party), then the DM showed poor planning and almost no forethought.
So now if a DM makes a consistent world where Behir, Horned Devil, Dao, Efreeti, Remorhaz, and Roc don't protect against super powered paladin assassins they are showing "poor planning and almost no forethought." despite all of these having average or lower intelligence most of them being loners and some even being animals? (Note that I skipped creatures that would actually be likely to protect against assassination because they have high intelligence).
Something that is only "broken" or "overpowered" if the DM is a simpleton is not something I am prepared to acknowledge as "broken" objectively. I give people who play this game more credit than that.
The most likely reason is that the players and DM just expect the game to work with no more effort than applying the rules, Other reasons can include DMs not realizing its a problem until its too late, Players not realizing they are breaking the game in half, DMs not having the time to deal with it, DMs and players not wanting to use house rules or complicated plot twists, and many more.
Because of the limited scope of that kind of nova. A lot of players LIKE getting ASIs or feats and aren't going to invest 11 levels and get only one out of it. Most players I know pick a class that they like and intend to go all the way up in w/o multiclassing. That's anecdotal, I know, but even most PO optimizers pick a primary class to get the higher level benefits. But more to the point, no one of the individual factors in that example are broken. The Assassin's level 3 feature is not, the Fighter's Superiority Dice are not, the Paladin's Smite is not, nor is the Half-Orc's savagery. That they can be combined like that in ONE SPECIFIC SCENARIO does not mean that any of those features are, in and of themselves, "broken".
What? Do you actually remember what you were replying to? I addressed your point about how if a Wizard polymorphs an ally, you claimed the DPR difference should count as the Wizard's. I say who cares? This isn't WoW where you're using Recount to keep track of things like that and see who's on top. That's absurd.
And I read that sentence like I emphasized. The way I read that, it is very clear that a polymorphed creature cannot cast spells.
Wait, are you assuming that the polymorphed person gets access to the spells of their new form? Or that they can only use their existing prepared spells? Because getting access to the spells of the new form is patently ridiculous and akin to the argument I have seen that people think the Changeling (from the Eberron Unearthed Arcana) can turn into a Monster Manual Archmage and have access to all those spells. Which is absurd. How would a polymorphed person have prepared spells in their new form?
"The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form"
Are the spells listed in the monster stat block a part of the 'statistics' yep. So they gain the use of those spells.
"The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions."
Can the new form cast spells? Yep. The creature can use an action to cast a spell. Therefore the player can use an action to cast a spell the creature normally knows. Is its new form capable of casting spells? Yep. Therefore the player can cast spells. How is this hard for you to understand? Is English not your native language? Because if so, we can cut you some slack and help you better understand English.
Because that doesn't bog down combat immensely. Your hit ratio would also be abysmal against CR-appropriate foes. And the skeletons would be incredibly frail. Not to mention you only have 92 of them for one day, because you simulacrum cannot regain spell slots to reassert control over them the next day, and a new simulacrum is not "the individual who created them", and thus cannot assert control over them.
So, once again, terrible tactic, not at all worth all of a level 20 Wizard's level 3+ spell slots.
Lolwut?
Ok, going, just for now by the established campaign setting that appears to be the default for 5e (Forgotten Realms)...
All adherents of Kelemvor (and his paladin order, the Doomguides).
All adherents to Sun deities, such as Lathander and Amaunator, both of whom have paladin orders.
All paladin orders dedicated to LG deities (like the Triad, Moradin).
Elves (they detest undead as a violation of the natural order).
Druids (same reason, and you can bet the Emerald Enclave also has some non-druids they could send).
Also, depending on where you got the bodies you might even piss off some non-heroic types. The Church of Bane would be unforgiving if their cemeteries were violated. I suppose that extends to the Black Network as well. Actually all of the five factions listed in the DMG would be opposed to that, although the Zhents would only if it served their interests or their people's bodies were used for the animation. But the Lord's Alliance, Order of the Gauntlet and ESPECIALLY the Harpers would send agents after such an individual.
And that's just from 5e's "default" setting (given that all the adventures so far have been set there). Not a whole lot of work to put in.
And it wouldn't have to be order that "just hunts down necromancers", any paladin would. All 3 paladin oaths in the PHB have stuff in there that would object to such a mass act of desecratin and creation of evil in the world (remember, all undead have evil alignments and are non longer mindless in this edition).
Again, you could just admit you were wrong. I mentioned that divinations and scrying have been a challenge fo DMs across all editions of D&D. You replied with "divinations were a problem for all editions of D&D (except 4e)". I said "4e had them, too". To which you responded "yeah, but they gave vague answers and could only be used at the highest levels".
I completely and in every way proved that point of your wrong with facts and documentation and examples as evidence, and you won't just man up and say. "You are right, and on this point I was wrong."
No, now you want to say that "4e is not relevant to this argument", like you're still trying to pretend that no one remembers that it was YOU who brought up 4e pursuant to this point, and you act like you're afraid to admit you're wrong even on little things like this.
I'm afraid I have to agree with the others that you WILL NOT admit when you are wrong, even when evidence is compiled in front of you. You can claim that you're willing to admit you're wrong when presented with facts, but didn't do so when you were actually presented with facts. I gave you a list of 23 rituals that are divination and/or scrying. Specifically only those that give the caster information or allow remote viewing. 16 of those, more than half, are heroic tier, and only 3 are epic tier, and NOT ONE specifies in the description that the answer was vague. I gave you everything but the sourcebook for each ritual.
The fact that this is a lesser point actually worries me more. Because it makes me feel like (and this is just how I feel, I am not saying this is true) that even if we could somehow complie objective factual evidence that proves you wrong on the larger points that you would not ever admit you are wrong. Why would you? You won't even admit that you were wrong on a lesser one? You feel me?
Fact is that "divinations getting answers to bypass adventures" was one of your original claims about 5e's problems. That is not a valid indictment of 5e's game mechanics, since it's ALWAYS been problematic throughout ALL editions of D&D. A DM just has to be smart and plan for that kind of thing or think fast if he knows his players are taking spells like that. And scrying spells and using magic to divine answers or see the future are classic fantasy tropes that D&D should not abandon nor ignore. There might be plot reasons that such spells won't work (location is lined in lead and can't be scryed on, Mists of Ravenloft prevent divinations from working properly, FR's UNderdark faezress impedes divinations, etc.), but for the most part, a DM must simply be clever. I once used Speak With Dead on a beholder corpse in 3.5e. When I asked it "how many more of your kind are in this dungeon?", the DM-who was very quick on his feet-replied with "more than enough to kill you". Which, given how arrogant beholders are, could have only meant one. DMs need to be able to figure how such spells will affect their campaign. It is not a mechanical problem that needs "fixing" by houserule or otherwise.
You have. Repeatedly. Even now in your quoted response above. BBEGs do not "have to" have those traits in order to be challenging or effective, because not all groups are going to use all "exploits", some groups will use none of them. Ergo, Straw Man. Or Argumentum Ad Absurdum. Take your pick.
So...the 6th+ level spell slot that the wizard used was effective for maybe one creature in a fight? Outstanding. Wizard did his job.
No, 9th level slot gets you 6. Not six ADDITIONAL over the 3 basic ones. Read it again.
The spell is still doing what it is meant to do. If your players are abusing short rests, then the DM has a problem with his PLAYERS, not the game mechanics they are using as a vehicle for their tactics. If I beat someone with a cane, are canes the problem, or am I the problem?
Refer to my response about divinations. You do not, in fact, respond to factual evidence presented to you. Rather than admit you were wrong when presented with said facts, you attempted to just switch tracks and say the point was not relevant, even though YOU brought it up. All I did was shut it down, with evidence.
And the Simulacrum example was not about it "going crazy and destroying the Wizard who created it". Obviously, it MUST obey its creator, that's in the RAW. What was pointed out was that A) It's still an intelligent NPC and responds to stimuli appropriately (which might affect it's initial attitude of "friendly"), and B) It is conceivable that using Wish to make itself a real person might be how it thinks is best to fulfill it's master's desires. It was Malifice that added the thing about that process making it evil, but that's entirely up to DM fiat, but is well within the parameters of the effect of a Wish and the leeway granted by a DM.
And you wonder why I think a Simulacrum might find your orders abusive.
Okay, so now we are right back to the point I made before you brought up the "cage style" bit of Forcecage. Which is that this tactic takes at least 2 rounds to pull off, because most groups only have one arcane caster. Which means he's going to require teamwork and other help from allies to keep the guy from leaving the cloudkill before the forcecage is set up. Teamwork and great tactics SHOULD be rewarded by being successful on occasion, assuming the dice are in their favor as well.
Not to mention that this CANNOT be done all the time, like you claim, because a level 20 wizard only has 2 7th level spell slots.
Poison Immunity, gained through magical means (including items), or otherwise (10 or more levels in monk, for example).
You can't use the word you're defining in it's definition. What is "broken" by your claims is game balance. Ergo, my point stands.
What lucky roll on a treasure table gets a PC a CON of 24? Or lets them add their CON to their AC?
Supernatural Gifts. Blessing (Con bonus up to 22).
Better, actually. Since the deity in question is, by definition of patronage, friendly to the cleric, and not limited in the scope of its power.
I didn't say 8 attacks per round "average for the whole day", I said 8 attack per round. Which they do, in fact, get.
And bringing up the math for the average of the whole day actually HURTS your point, because it makes the Rogue's "auto-success" even less impressive, and LESS "broken" which was the whole point I was making.
A level 20 wizard with no spell slots for the day, but 100+ CR 1/4 creatures is going to have a bad day. And it's hardly game breaking. But it WILL significantly bog down combat and make the game less fun for all people involved.
Not the way I read polymorph. And again, I'm a little confused if you think a polymorphed DK will be using the wizard's own spells of the DK spells in the MM entry.
First off, where do you get 12 per day? a 9th level slot, of which a 20th level wizard has ONE per day, gets you six. No more. Also, yes, you could spend ALL of your 6th+ slots to get 25, but that is again a waste of more versatile magic.
And yes, the dice are random, but I did FREQUENTLY make use of the word "statistically" and "likely". Going strictly by box-and-whisker graphs that demonstrate the likelihood of numbers in certain ranges popping up. And btw, not all dice ACTUALLY have a 5% chance to show each number, but that's not relevant here.
It may be a bit childish, but given your handle, this line made me giggle.
Or they do what I was saying and start a new game with lower level players b/c they can't handle it.
Or they learn, they grow, and become better DMs for it. All experienced, good DMs have been through their own trials and crucibles to get as good as they are. We all made mistakes at some point. but we learn from them.
At what point in gameplay do you refer? Because at high levels it absolutely IS a feature. More to the point the REAL feature is that game at that level have a MUCH different barometer for game balance, and your failure to see that is why I assumed you had little experience DMing high-level groups.
I mean try playing one campaign where all the difficult to deal with spells are just removed from the game. Its very freeing. It saves a lot of time and opens the game up to have things other than super intelligent large sized spell casting creatures as the BBEGs. You can even have a tough little kobold as a BBEG if you want without the game breaking. Its a completely different game.
I did? *looks at my own post* Nope, you WANT me to say that so you can dismiss what I said, but I didn't say that.
What I said was that I have experience DMing for high level groups in 3.xe. I pointed out that YOU believe player power was wildly out of control. I successfully navigated the challenges of DMing for a high-level party. I made a few mistakes, but in the end my players had fun and were challenged. The last several fights were very good, and the final battle that closed out the campaign and triggered the epilogue where they players retired those characters (players were 18th level) was extremely challenging for them. High level (20+) Cleric and Wizard NPCs, half a dozen 15th level NPC minions, an Ancient(?) Shadow Dragon, a Mind Flayer (using Psionic Rules) with 10 levels of Psion Uncarnate (permanently incorporeal, manifests as a 19th level Telepath), and one other level 20 NPC which I cannot for the life of me remember. All of them played tactically and viciously. All this in the presence of an artifact that boosted the NPCs spells (destroying this was the party's prime objective). So yes, I can appropriately challenge a high-level party in 3.xe. This was around 2004/2005, so 3.5e was still in full swing, and I know a lot of power creep came out after that, but the point still stands.
Where do you get off assuming I agree that "a lot" of these things are actually problems? Yes, a gentlemen's agreement is tantamount to a houserule, which I only mentioned in regards to Simulacrum, something that I have admitted FROM THE BEGINNING is a problem.
Most of your other issues I don't see as problems because I'm a DM who A)considers my players' fun as a high-priority item when I DM and B) is experienced enough to understand that high-level characters should not be judged with the same yardstick of "balance" as low-level ones.
I hated 2e, which is the system I first learned D&D on, but that's neither here nor there.
4e felt as much like D&D as 2e to you. Great. Now please, try to have an open mind and realize that people like you and I who still felt like it was the same great game seem to be in the minority, if opinions voiced on this forum, the old WotC forums, and ENWorld, reddit and many others are an actual indication (which they may not be, but squeaky wheel gets the grease, and "h4ters" were vocal).
Please try and understand the (seemingly) the majority of people did NOT feel like 4e was still D&D. Look at how successful Pathfinder became because people didn't like 4e.
Pathfinder became popular because they had built up a fan base as producers of Dungeon and Dragon magazines. Then they made a few slight changes to 3.x and released it according to the OGL which was new to 3.x, WotC treated their customers like trash during the transition to 4e. Without any of those things Paizo would not have made pathfinder a success.
It doesn't matter if 4e felt like D&D or not. It mattered because it showed us what was possible. It showed us for the first time that a game could be nearly perfectly balanced and how you can have an easy to prep for game. You could choose anything at all for a BBEG and you didn't have to twist the game up to account for spells working as read.
The main reason 4e didn't feel like D&D is that number crunching doesn't feel like D&D to a lot of people. When you internalize rules they become second nature and you never drop out of role playing mode and into math mode. Because 4e was a game with few rules but many exceptions, it was hard for a lot of people to stay in role playing mental mode when they looked at their character sheets. That was the reason why 4e was reviled. Any mechanics devoid of fluff feel like this. Instead of fixing this by putting the fluff back into the mechanics they threw out the entire edition. They could have had 4e mechanics side by side with 3.x style mechanics. They wasted an opportunity.
That would unreasonably bog down the system because in a lot of ways, the AEDU classes could not be played alongside other ones, like Vancian casters.
Rubbish. At first level, a wizard was only 5 hp behind a Fighter (plus difference in CON score), and only got 2 hp per level less. Wizards had over 20 hp at level 1, and only seemed like "glass cannons" if they were actually taking hits at all (due to Cloth armor granting a lower AC), which usually meant that party Defender(s) were not doing their job. A good Defender (or two) would keep the clothies from getting hit in the first place. Last 4e game I ran, party striker was a chaos sorc, and it was frequently so difficult to damage him (due to the party defenders being ON POINT), that whole adventure days would go by where he was only hurt by his chaos surge.
However this thread is not about 4e, except where it tangentially shows that you do not need house rules or twisted plots to make the game work.
I have to be honest, but that sounds sloppy as hell. Of course, you only threw out a basic skeleton of an idea, though, and that is just my opinion on it, but it doesn't sound good.
You don't see the difference? One is stating unequivocally that I was wrong. I'm stating that I THINK the other person is wrong. I'm open to being proven wrong on that point through facts, logic, and statistics, the other person is not. They have already came to a conclusion.
You have yet to point out anything in the DMG that explicitly states that a DM can control whether magic items appear in their game. What you have shown is that DMs control whether magic items show up in shops or in treasure hoards. Without house ruling the DM cannot totally ban magic items because spells like Magic Weapon exist that make a weapon magical for a time.Its bad when the DM has to twist and convolute the plot and world to prevent a player from breaking the game.
Started work on a 5E OGL SRD game that might get released on Drivethrurpg.com
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2016-04-17, 02:56 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Its bad when the DM has to twist and convolute the plot and world to prevent a player from breaking the game.
Started work on a 5E OGL SRD game that might get released on Drivethrurpg.com
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2016-04-17, 03:05 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Or, you know, not, because as the DM you decide how many resources they have, and "enough to have a tower full of beasties, traps, and challenges but not enough for a decent lock" seems an arbitrary cutoff point.
"Appropriate for high levels" is subjective. If you mean I don't twist my world into Plot Pretzelstm then what you just did is a circular argument: Why don't you Twist your world into Plot Pretzelstm to bypass broken bits so that your world is consistent for high level players, which is the only way to play with high level players because to keep the game from breaking you have to use Plot Pretzelstm.
"The adventurers have decided to claim a stretch of wilderness as their own to make it safe for peaceful villagers! Can they convince the Ancient Red Dragon to leave peacefully so as to not incur his wrath against the villages?"
"An evil cult has been manipulating two rival nations into increasingly hostile relations! Can they interact with many diverse personalities to find a peaceful solution before it erupts into all out war?"
You're right, totally twisted plots there. Truly, the only way to have interesting challenges into make things totally unbelievable. Woe is us DM's, constrained to either have the Players stomp all over our wonderful worlds with their high level abilities, or to have fiendishly complex things for them to do.
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2016-04-17, 03:09 PM (ISO 8601)
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2016-04-17, 03:26 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Let me get this straight. Having high level BBEGs who have the requisite abilities and intelligence to actually become high level BBEGs in a living breathing world breaks verisimilitude for you? You're complaint seems to be that if you create villains who are easily beaten the players will beat them easily.
This is flatly untrue. I have indeed pointed it out, and even quoted the text on p. 128, as I will here again: "Magic items are the DM's purview, so you decide how they fall into the party's possession."
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2016-04-17, 03:28 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
I have said different things to you and only responded to things that you directly said to me. Like I said it isn't dogpiling if I am referring to you and you to me unless you are telling me to shut up.
The DM can do whatever they want, but the assumption is that most DMs and new DMs will keep pretty close to the guidelines in the DMG, because they want less work not more. Yes and 'no rubies' takes several spells out of the game. Which is worse than just saying "don't abuse Simulacrum"
And I said before no rubies is a RAW way to limit or even ban the spell, it isn't a good thing but it is good if house rules makes you go into shock. Maybe the DM is fine letting you find a few rubies to make your pet but doesn't want you to have a disposable PC to do whatever you want without risk, he wants you to actually take care of your toys and not break them.
I've played 2e to 4e at the highest levels. I have not got there in 5e yet. I'm currently at about level 5, where I'm currently showing up a champion fighter and matching a GWM Totem Barbarian.
No. I was stating that people did say they would make them hard or impossible to find. I then explained how 'hard to find' isn't really a limiter in a living world. Hard to find equates to more time and more gold to get them, but that's about it at higher levels. I gave examples to help people understand my point. If the DM just flat out said "no" then it wouldn't make sense and would be a Plot Pretzeltm.
You assume that worlds must have rubies because... I don't know, why is it that worlds must have rubies again? See this is why I say that Plot Pretzel is a meaningless meme, you can't even explain a good reason why would a world should keep a bunch of gems stockpiled so I can only assume that Plot Pretzel just has anything that you don't want. The words themselves are meaningless because you are using such minor points in the world to make your stand that I can't think you are being serious. So any world that doesn't have rubies for whatever reason is too hard to fathom existing? Or can I take my definition because that makes much more sense?
You can't be sure of another persons intent, and you can take anything as an insult:
Guy "You look nice today."
Girl "Oh, so I didn't look nice all the other days?"
You should probably lighten up and stop assuming everyone is attacking you personally.
It was not an insult on my end. If you took it as an insult, I'm sorry that you did.
Maybe you should take your own advice. Or maybe I should use your own words and say you are breaking the rules because you have insulted me.
Everyone loves memes, for the most part.
Change it to: The Fighter lost a tavern bet with the Wizard in the space of 10 minutes, and thus lost his ride. Why are you needlessly complicating things?
No. You said in your world that wouldn't work despite the average Intelligence and Wisdom of the Fighter. I gave an alternative that would work because it only changes 1 event in 10 minutes and remains consistent with the rest of the fighters memories. I'm sorry if that wasn't clear.
Like I said you are changing your position all over the place just to seem that you are right, you started out that the Fighter is the Wizard's mount and now you are saying that the Fighter is betting money enough money at once to lose to the Wizard. You sure are putting a lot of thought into this for the express purpose of giving players grief.When most people ask a question in a D&D board, they aren't really seeking clarification, only confirmation.
4e is the Batman of D&D, it is the system that we needed, not the one that we deserved.
Being triggered is my trigger.
Now we have four years of grabbing America's problems by the cat.
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2016-04-17, 03:31 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Spoiler: Quotes from the Playground
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Re: How Many Houserules Does 5E Need?
Originally Posted by NewDM
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2016-04-17, 03:39 PM (ISO 8601)
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2016-04-17, 03:39 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
He used (single) quotes, indicating he was actually using language from the spell, when he was not. It's worth calling out errors like that.
I actually enjoy NewDM's schtick, and although I generally disagree with him, he's made a few good points.
The wall of text is getting to be a bit much though.
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Re: How Many Houserules Does 5E Need?
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2016-04-17, 03:51 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
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Re: How Many Houserules Does 5E Need?
This entire debate reminds me of this showdown on Venture Bros. I'm not sure who here is Augustus St. Cloud and who's Quizboy but the level of semantics we've gotten to is impressive. I can say for my part I'm going to discuss some of the issues brought up here with my players and find a comfortable resolution, we're way far away from most of the big spells in any case.
http://www.adultswim.com/videos/the-...ecial-edition/
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2016-04-17, 08:47 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
In conclusion,
- 5e has some very open-ended spells (Creation, True Polymorph, etc), which require a certain amount of adjudication to keep things sane
- Simulacrum is straight ridiculous.
- Skills aren't mathematically reliable or well-defined; have a conversation about what different DCs mean and how you intend to handle rolling checks (especially contests or situations where everyone can try).
Am I missing anything? I feel like we talked about other stuff before vanishing down s RAW-argument rabbit hole, but I can't remember if we came up with anything interesting useful. (Beyond my own complaint, at least; I'm sure there were more but, well, memory)Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2016-04-17, 09:02 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Don't get defensive at the prospect of house rules, because the RAW version might make things worse in the long run.
House rules are your friend, they are for the benefit of all (if they aren't that is a DM problem).
Never think that the internet slapfights that go on here is indicative of real life.
Don't be a male genitalia.When most people ask a question in a D&D board, they aren't really seeking clarification, only confirmation.
4e is the Batman of D&D, it is the system that we needed, not the one that we deserved.
Being triggered is my trigger.
Now we have four years of grabbing America's problems by the cat.
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2016-04-17, 09:13 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
IF THEY JUST LISTEN TO THE TALKING BIRD THEN THEY CAN STAND THEIR GROUND PEOPLE! (The Hobbit jokes make me laugh but not as much, as the Orcs play D&D posts in this thread).
I am not trying to "toxicity" the thread, please let me know if I am. I do hope that the Forum lightens up some though.
In every edition of D&D that I've played on the fly rulings or "house rules" have been needed, just so that play wasn't interrupted by constantly looking up the rules. I am amazed and impressed that anyone who does not make a living at it can possibly memorize enough of the 5e RAW (over 300 pages in the PHB alone!) that there has been so much arguing!
We all post and read at this Forum that host's a web comic that both celebrates and makes fun of D&D, so what seems like serious sounding acrimony over rules puzzles and saddens me.Last edited by 2D8HP; 2016-04-17 at 10:19 PM. Reason: Too long! Bad Grammer! Bad! Bad! Grammer!
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2016-04-17, 09:51 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
Sure, if in your world NPCs have unlimited wealth, then that works for you. For those of us with an economy and granting wealth based on the DMG wealth by level (or CR in this case) that try to create a reasonable world that works independently of the players. The idea isn't that there is a locked door at the end of the dungeon, but that the dungeon falls within a certain budget which does not include a lock. If they have the lock they have to get rid of that gelatinous cube, or that poison dart trap, or that riddle locked door that only the Wizard knows the answer to, because it goes over their budget.
I know some DMs tailor the world to their players and have 7th level BBEGs running around with adamantine golems costing 100k each, but I try to keep things reasonable.
"Oh no! The Demon Lords are invading and the adventurers need to go invade their castle in depths of the abyss, encountering many fiendish traps and enemies that require multiple rolls instead of being protected by a single lock!"
"The adventurers have decided to claim a stretch of wilderness as their own to make it safe for peaceful villagers! Can they convince the Ancient Red Dragon to leave peacefully so as to not incur his wrath against the villages?"
"An evil cult has been manipulating two rival nations into increasingly hostile relations! Can they interact with many diverse personalities to find a peaceful solution before it erupts into all out war?"
You're right, totally twisted plots there. Truly, the only way to have interesting challenges into make things totally unbelievable. Woe is us DM's, constrained to either have the Players stomp all over our wonderful worlds with their high level abilities, or to have fiendishly complex things for them to do.
You are totally right, casters can't bypass those challenges with a spell or three, and be back in time for lunch.
Or you can read my posts and realize that a lot of BBEGs simply don't have the stats to back that up. A lot of them have Intelligence and Wisdom scores that are average, meaning they aren't going to be smart enough to do that. Some are even wild animals that react on instinct. They certainly aren't going to protect themselves in that way. The only reason some of these things are BBEGs is because they are really powerful, but not smart.
This is flatly untrue. I have indeed pointed it out, and even quoted the text on p. 128, as I will here again: "Magic items are the DM's purview, so you decide how they fall into the party's possession."
A better argument would be that you must have seen the magic item in the first place and if the DM never gives one as treasure and never lets the players buy one, then they can't use Creation to make one. No one even mentions that. However if the DM gives a player a +3 Holy Avenger, Creation can in fact make another one for 1 hour (because say, the EDK [Evil Dragon King] had someone steal it from the paladin, won't he be surprised).
Its dog piling (or shotgun fallacy if you prefer) when multiple posters (you included) bring the same points up and then require a response to each one. I only have a specific amount of time on my hands.
The assumption is that the DM does what the DM does. There is no assumption that the DM will follow anything in the DMG. There is nothing that says that DMs should follow treasure tables or roll for loot at all. And even if he does roll for loot there is nothing that says that he can't modify the tables.
And I said before no rubies is a RAW way to limit or even ban the spell, it isn't a good thing but it is good if house rules makes you go into shock. Maybe the DM is fine letting you find a few rubies to make your pet but doesn't want you to have a disposable PC to do whatever you want without risk, he wants you to actually take care of your toys and not break them.
That says nothing about what i said at all, not even a little bit. I"ll just take this that you understand that it is an asinine situation that someone that wishes to do something will go 20 levels not doing it and then have a problem with it.
So yep, Plot Pretzel is "Stuff that NewDM doesn't like". Good to have clarification.
You assume that worlds must have rubies because... I don't know, why is it that worlds must have rubies again? See this is why I say that Plot Pretzel is a meaningless meme, you can't even explain a good reason why would a world should keep a bunch of gems stockpiled so I can only assume that Plot Pretzel just has anything that you don't want. The words themselves are meaningless because you are using such minor points in the world to make your stand that I can't think you are being serious. So any world that doesn't have rubies for whatever reason is too hard to fathom existing? Or can I take my definition because that makes much more sense?
I find this very amusing, coming from the guy that said that telling you to play another game because this game wasn't for you is an insult.
Me: "Hey guys, I love this new game, but it has a few things that could be a problem at higher levels and I'm seeing some disparity with casters and non-casters."
Other Poster: "Quit complaining or go play another game."
Maybe not a direct insult, but rude at the very least.
Maybe you should take your own advice. Or maybe I should use your own words and say you are breaking the rules because you have insulted me.
No, memes are dumb as you can see in this very forum. Unless humor at your expense is on the table but even then that isn't funny at all.
Also humor at my expense is on the table as long as people can separate that humor from my more serious points. Many seem unable to do this and not a single person has pointed out that you shouldn't kill your players, but instead kill their characters. So my jokes do fall flat a lot.
Because it doesn't work, I am not complicating things I am applying logic and reasoning, it doesn't hold up to scrutiny as I said because things has to lead up to the event. Especially someone who might not even do something so foolish as bet all his money at once. You'd need to have a specific Fighter for it to work and I can't believe that any Fighter would be willing to blow his money on a stupid bet unless he has a gambling problem. Plus I would think a tavern bet would be a few gold pieces, not enough to buy a mount.
It won't work because the text itself says that a memory that is nonsensical the creature won't believe at all, no checks to disbelieve he just won't.
Like I said you are changing your position all over the place just to seem that you are right, you started out that the Fighter is the Wizard's mount and now you are saying that the Fighter is betting money enough money at once to lose to the Wizard. You sure are putting a lot of thought into this for the express purpose of giving players grief.
Nope. What people consider common sense is far from common, because logic is common sense codified into easy to follow rules.
Nope, just countering the shotgun fallacy tactic. If I get inundated with walls of text, I reply with as much text as was sent my way. If you don't want this, make sure you don't repeat points that were already brought up and only respond to things that are serious. No need to start semantic wars.
Yes, True Polymorph is anything but open ended. By any reading of the spell you get all the features of the new form including spells and speech, if it has spells and speech. It either requires a house rule or a Plot Pretzeltm to keep from breaking the game. This is because an equal CR to level creature is meant to challenge around 4 characters of the same level. You can permanently (until dispelled or dropped to 0 hp) turn into a creature that is meant to challenge 4 of you. The Wizard can do this to each character that wants it once per day unless they lose their form, then they must use their slot to repolymorph themselves into a nice form.
Simulacrum is similar it requires twisted plots and reading into the spell things that are just not there (if this doesn't work with Creation, it does not work with Simulacrum) or house rules to prevent abuse.Its bad when the DM has to twist and convolute the plot and world to prevent a player from breaking the game.
Started work on a 5E OGL SRD game that might get released on Drivethrurpg.com
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2016-04-17, 10:33 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
You respond to each one individually and I don't know which points have been said or not already since you reply in kind. Maybe you should bunch up all the same topics in one response, I am not responsible for the people that you wish to discuss. I do not care about your time like I am sure you do not care about mine, this is a forum you have all the time in the world to formulate your response.
Now you are in lala land. The DMG is literally made to guide DMs on how to run the game. Most DMs are going to follow the DMG because its the first point of reference for running the game. If you don't, then that's great. Others will.
Also thanks for that little insult right there, really appreciate it.
More than a few situational house rules are bad. Twisting the game up into knots to prevent players using class features as described by RAW is even worse. That is my opinion. Others might not care at all about one or the other.
And like I said house rules are good for the game if the DM is mindful of things. Sure one shouldn't just try to house rule everything that one doesn't like either, there has to be a balance.
No, its about a player that built their character around an idea "best lock picker in the world" and then the DM bypassed the ability of the character to dominate at lock picking by not having locks on doors (or chests) in order to keep the game working. They started with the maximum possible bonus and then it increased as they leveled up. They didn't just suddenly start at 20 and decide to be a master lock picker. The amount of twistery to prevent understanding my points is getting ridiculous.
Really I am not twisting anything, but I sure don't know what is your point.
Nope, read the signature. People will have different tolerances, but at some point DMs will have to twist the plot into knots to prevent a spell or mechanic from breaking the game. If you do this, you are making a Plot Pretzeltm. It has nothing to do with my likes or dislikes.
Worlds must have rubies because spells depend on them and not just Simulacrum. They must have rubies because those dang adventurers keep finding them in the treasures generated by the treasure tables in the DMG and there is no specific rule that says they aren't. Now you can twist your game world into a knot to avoid the problem by making your world not have chromium in it, or you can just house rule the spell to not chain or bypass Wishes limitations. Its your choice.
Saying that worlds need rubies because the spells needs them is meaningless, just because a spell exists doesn't mean that the materials for the spell has to exist. The materials could have run out and thus left with dud spells. It is like saying if there are cars then that means that gasoline must exist, in a world where fossil fuels have been utterly depleted.
And the tables is just you trying to pull hairs at this point. Tables are for the DM's benefit he can change or not even use them as he sees fit. Some DMs have great pride in not rolling for treasure and put every single piece of loot being mindful, if you can tell me somewhere that directly says that the worlds needs rubies then you'd have a point but as it stands rubies are not guaranteed not by the PHB or DMG.
It is an insult:
Me: "Hey guys, I love this new game, but it has a few things that could be a problem at higher levels and I'm seeing some disparity with casters and non-casters."
Other Poster: "Quit complaining or go play another game."
Maybe not a direct insult, but rude at the very least.
There is a huge distinction between believing someone is incorrect and telling them flat out they are wrong. Believing someone is wrong can be remedied with facts, logic, statistics, and discussion. When someone flat out states you are wrong, they aren't discussing anything.
You personally feel that memes are dumb. Many others pepper their posts liberally with memes all the time. I was trying to be amusing. My intent wasn't to annoy you. I mean Plot Pretzelstm annoy the snot out of me so when people bring them up I'm not amused either, but I don't start a flame war when I see them.
Also humor at my expense is on the table as long as people can separate that humor from my more serious points. Many seem unable to do this and not a single person has pointed out that you shouldn't kill your players, but instead kill their characters. So my jokes do fall flat a lot.
If the fighter wouldn't do that then the Wizard would use a different false memory that would be believable. The point is that the Wizard can use alter memory to gain access to the mount. Unless this is another Plot Pretzeltm moment (brought to you by Grognard's Are Us) where the spell is not worth taking because the DM will always declare the memory unreasonable?
Also this is a perfect example why I don't believe your definition of Plot Pretzel, you are literally saying that how another player would play his character (this is a fighter) or how the DM says the character reacts is a plot pretzel even though the spell says directly that there is no compulsion for the victim to follow the memory, he doesn't have to act on it if he thinks that there is something nonsensical about his memory.
My position hasn't changed. My examples have. My position is that the Fighter can be convinced in some way that the mount is the Wizards via use of the Modify Memory spell. Your point is that the spell simply doesn't work ever, am I wrong?
Can it work? Yes it could technically work but you will have to make it believable, you handwave making it believable by making the situation itself so contrived that the Wizard had to do no effort on his part at all. It works because you say it works not because it is the logical end of a situation, especially when it working depends on another person (DM or player... do you really think that a player would let you do that to his character?)
So while the Fighter could be convinced you haven't given a good enough example, nor I care to hear it actually.When most people ask a question in a D&D board, they aren't really seeking clarification, only confirmation.
4e is the Batman of D&D, it is the system that we needed, not the one that we deserved.
Being triggered is my trigger.
Now we have four years of grabbing America's problems by the cat.
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2016-04-17, 10:49 PM (ISO 8601)
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Re: How Many Houserules Does 5E Need?
{Scrubbed}
Last edited by Roland St. Jude; 2016-04-18 at 10:20 PM.
Argue in good faith.
And try to remember that these are people.