Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2014/07/07 17:51:24
Subject: Re:D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
pretre wrote: Could you do that in pretty much any edition of D&D? Sure could.
So would you guys say it seems like 4E players are not totally left in the cold?
Depends on the 4E player, I guess. Also depends on what's in the rest of the books.
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 17:55:20
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
Yes, although the way you described it just sounds like any D&D game.
Also, I don't know that I identify myself as a 4E player. I did enjoy 4E and wholly moved to from 3.5 when it came out though, so maybe you do. I will probably wholly move to 5E when it comes out as well.
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 18:06:26
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
I will mention this now, I actually enjoyed 3E's mechanics and stuff, but I hated a few major things that cannot be gleamed from your combat.
1: Swinginess: From what I saw in the chart with some monsters, combat at level 1-3 still seems like 3.5 where a random dice will just kill you off without a care.
2: Balance: Will it be a team effort, or will casters dominate the field.
It'll be hard to tell without actually playing it myself, though there's a few other things I hope will be back, but they are minor in comparison (I'd like the warlord though, just out of spite)
2014/07/07 18:27:50
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
pretre wrote: although the way you described it just sounds like any D&D game
Playing Basic/OSR D&D, there would be no Opportunity Attacks, Bonus Actions, Disengage, Dash, Combat Test mechanics, etc, etc. All of this would likely just be rulings made by the DM. In 3E/4E, we would have been gathered around the grid debating about the optimal strategy using all of those same mechanics.
In 5E, we used all of those 3E/4E mechanics without talking about them -- in effect, just like a Basic/OSR game. Indeed, the DM confirmed to me that he was not consciously using the rules, just making calls that seemed reasonable and fun. To me, this shows that 5E is pretty successful at unifying gameplay across editions.
Our resident 4E fan complained the next day that "the beautiful tactical combat is gone." I am wondering if the 4E fans of Dakka also see it that way, given my example.
ZebioLizard2 wrote: 1: Swinginess: From what I saw in the chart with some monsters, combat at level 1-3 still seems like 3.5 where a random dice will just kill you off without a care.
You start with max HP for your HD plus CON modifier. And 5E incorporates death saves from 4E. But yeah, you can get laid low by a single attack at low levels. Unless your character is invincible, isn't this always an issue?
ZebioLizard2 wrote: 2: Balance: Will it be a team effort, or will casters dominate the field.
Can you unpack what you mean by "casters dominate"?
This message was edited 2 times. Last update was at 2014/07/07 18:32:38
Manchu wrote: Playing Basic/OSR D&D, there would be no Opportunity Attacks, Bonus Actions, Disengage, Dash, Combat Test mechanics, etc, etc. All of this would likely just be rulings made by the DM. In 3E/4E, we would have been gathered around the grid debating about the optimal strategy using all of those same mechanics.
In 5E, we used all of those 3E/4E mechanics without talking about them -- in effect, just like a Basic/OSR game. Indeed, the DM confirmed to me that he was not consciously using the rules, just making calls that seemed reasonable and fun. To me, this shows that 5E is pretty successful at unifying gameplay across editions.
Our resident 4E fan complained the next day that "the beautiful tactical combat is gone." I am wondering if the 4E fans of Dakka also see it that way, given my example.
It sounds more like the DM/Players were just comfortable with the mechanics. I mean, I guess I'll try it and maybe it'll just snap together, but it doesn't look any different than any other edition for how intuitive it is.
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 19:01:25
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
It seemed fine to me, but I also like AD&D. Sure I liked 4e, but it isn't the only thing I liked. So far it seems like an interesting mix of AD&D and bits of 3/4. Until I actually get to play it, as well as read the full on PHB, it will be hard to say much more. Well, I still feel martial characters were perhaps regressed a bit to much, but that might change.
Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
2014/07/07 19:43:24
Subject: Re:D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
Can you unpack what you mean by "casters dominate"?
Casters in 3.5 as you may have understood it have the LFQW issue, where fighters gain only X certain things while Spell-casters become versatile masters able to perform the roles of the 'Martial' (Used in this case to refer to things such as classes in general without casting ability)
Not to mention even at the lower levels where spells like 'Sleep', 'Grease', where you could summon monsters to perform the work of a 'Fighting-Man' class. Where most things that become far more threatening are those with Spells or Spell Like abilities because those are far more versatile and more powerful then anything in the 'martial' class group.
2014/07/07 19:43:54
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
I played a Dwarven Wizard last night. Wizards add Proficiency bonus to INT and WIS saving throws. My WIS was 8, giving me a -1 modifier. Wisdom is useless to my gruff'n'tough Dwarf Wizard. I would much prefer Proficiency with STR or CON saving throws.
You think "house rule" means band aid. That is a board game mentality. In RPGs (and scenario-based war gaming), the better word is ruling. A ruling isn't about "fixing the game" so "it works." It is about customization and imagination. A RPG without rulings is Warhammer Quest, Descent, Myth, or, their more complicated cousin, D&D 4E.
You are right, however, that we agree that the Original. First, Second, Third, and Fifth Editions of D&D are ultimately incompatible with Fourth Edition.
So far, 5E is my favorite version of D&D. I have not and will not throw out any of my 4E stuff (finally snagged the DMK two weeks ago), because it is a wonderful skirmish game, but it's not what I call a good RPG.
I honestly thought you were trolling me. The argument seemed so self referential, so semantic that it had to be a joke, Or an attempt at picking a fight. I realize now, that's not at all the case.
What's happening is that our perspectives are so divergent that there are things that you find good and well done, that I find tedious and inept.
A phrase is going around, attributed to the 5e lead Mike Mearls; "rulings, not rules."
It's clear that this idea appeals to many people (including Manchu, it seems fair to say). I find it encapsulates most of what I find irritating and slapdash about old style rules design (and in fairness, current style rules design for GW, heh).
Let's go through the example, because I think it is a crystal clear case of "rulings, not rules".
Manchu wrote: Dunno yet Infinite_array but I will be looking because I really like them. Will let you know if I find anything.
Here's an "actual play" example of how 5E supports tactical combat:
Last evening, we were facing down a lone, cornered goblin. Three of five PCs were pretty well up in its ugly green face and that sucker still managed to survive ... for a bit longer. It dashed through the legs of the Dwarf Fighter, my (reasonably tough) Dwarf Wizard, and the Human Fighter.
Thinking about this earlier tonight, it suddenly struck me that 5E incorporates Opportunity Attacks from 3E/4E. I figured the DM must have forgotten about them or quietly houseruled them out (perhaps in deference to his beloved '77 Basic D&D?) because we did not get to swing at the goblin as it deftly fled. Then I realized the goblin did not attack before moving past our PCs. Ah hah! He took a Disengage action to avoid provoking Opportunity Attacks for the rest of his movement. Whether the DM had this in mind or not, the resulting play was entirely consonant with the rules as written.
Importantly, the DM did not simply allow the goblin to move through our ranks without any trouble at all. He ruled that each PC take an opposing DEX check against the goblin to block his escape. It's just that we all failed because the DM rolled well and the goblin, quite reasonably, had a good DEX modifier (including beating my 17). Wondering if this was a rule or a ruling, I looked through the PDF and found "Contests in Combat" sidebar that indeed covers it, even if it only explicitly mentions Grappling and Shoving. So again, whether he intended it or not, the DM's call was a ruling in harmony with the rules.
At this point, I interjected that the goblin would surely not have enough movement to totally escape. In some corner or my mind, I suppose I must have remembered that Dash is an action and not a Bonus Action. The DM ruled that the goblin was just at the edge of getting away and, given the Initiative order, we therefore each had another shot at taking him down. Fortunately, the Human Fighter (an able bowman) put an arrow between its ears.
In other words, the goblin seized the tactical opportunities open to it and very nearly got away to warn and rally its despicable tribemates. And so did we, the PCs, seize our opportunity. Interestingly, all this happened with basically no "stepping out of the scene" to discuss rules. For my part, this is because the rules strike me as intuitive and the DM's rulings seemed both fair and made the combat more interesting. Something more than crushing one measly goblin was at stake, so tactics became an issue even if we didn't need to evoke the language of rules to make it happen.
@Alpharius: you are our 1E fan, what do you think?
The very first thing to note is that this use of tactical here is very different then the use of tactical in 4e: tactical doesn't just mean a wealth of options (all editions allow the "DM may I" play), it means a formality, so that people aren't guessing what they are and are not allowed to do or reliant on DM fiat.
The second thing is that the Disengage action* is misused... if indeed it is used at all! by the way, that's one thing that I should note here; I'm rather confused as to what is and is not the DM's actual rationalization for what happened, and what you interpret the DM's rationale to be.
Moving on from that the biggest issue is that (assuming those are the actual rationals), the DM seems to have broken the rules, quite a few times.
-To start, the goblin disengages. Terrible rule, but whatever.
-Goblin takes the dash action. Fair enough, he has his movement left.
-Goblin moves through occupied squares making between 3-5 opposed grapple/dex checks. Whaaaa? The goblin is out of actions already; it's entirely reasonably to make grapple checks in combat, it's not however reasonable to make multiple grapple checks during a move action.
The described sequence of events represents one goblin taking between 5 and 7 discrete actions on his turn, which is where the tactics have simply died.
Like I said, this is a perfect example of ruling not rules, and it would piss me off so much: first, because the DM has opened a huge can of worms.
So an opposed dex/grapple check when used to allow movement through squares is not an action itself and, in conjunction with the disengage action, let's one run right through people.
Either a) he didn't think about this and so will never let you do the same, or b) rogues are now magic. Seriously, rogues get Cunning Action at level 2, which (among other things) grants a free use every turn of... disengage. Now it's clear from that rule that rogues are meant to be hard to pin down. But this would make then borderline impossible.
The second thing is: look how many times you had to basically guess what was going on, and how it limited what the players could do in favor of what the DM could do.
The goblin takes actions that allow one thing, but then does another: disengage protects you from OA's during a move action. The DM simply decides that the goblin moving through occupied squares is part of the move action, so you don't get to do anything about it.
If we look at this from the 4e perspective, how would that combat have gone?
A) Goblin shifts to an unthreatened square and take a second move action to run.
B) Goblin has an ability that allows him to shift through occupied squares.
C) Goblin uses acrobatics as a standard action to move through an occupied square, then shifts or runs.
My point there is that at no time is it unclear why the goblin is able to do what he is doing, nor is it unclear what the players are allowed to do as a reaction.
*As an aside, it's worth pointing out that the Disengage action in and of itself eliminates so much tactical depth it's stupefying. The impact of giving up your attack and then being able to move past anyone/anything is
@pretre: As far as being intuitive, keep in mind this was the very first time any of us had played 5E. My first sessions of 3E and 4E were not so smooth. TBH, neither were my first sessions of Basic or S&W.
@Ahtman: No more BBQs for you until you back up this regression claim.
Buzzsaw wrote: What's happening is that our perspectives are so divergent that there are things that you find good and well done, that I find tedious and inept.
Yep, I've been explaining that ITT for something like a month or more.
Buzzsaw wrote: A phrase is going around, attributed to the 5e lead Mike Mearls; "rulings, not rules."
In recent times, this was the rallying cry of the OSR -- most famously put to ink in our times by Matt Finch ca. 2008. It goes back to the 1970s of course, when it was implicit. The couterposition "rules, not rulings" has its roots in AD&D 2E (most infamously in the Players Option books) and found its most coherent, militant expression in 4E.
Automatically Appended Next Post: @Buzzsaw:
It seems you figured out that Disengage lets you avoid provoking OAs altogether for the rest of your turn so that's a lot of your argument right there. As for each opposed DEX check being an action ... I completely disagree. To put it mechanically, those tests were the PCs' reactions -- specifically in lieu of OAs.
Anyhow, what this really comes down to is what you call "DM fiat." It seems to me this drags along a very specific concept of fairness and therefore an equally specific vision of the game. Fairness is a part of nearly all games but it is particularly important in competitions. It seems clear that you see D&D in competitive terms, which is why balance is so important. For example, regarding the opposed DEX tests, you suggest the DM
Buzzsaw wrote: didn't think about this and so will never let you do the same
Why does it matter if the DM lets us do the same thing? He hasn't established a rule, valid always and everywhere for everyone. He's made a ruling about what was going on then and there in that particular moment. We are not playing against the DM. He's the referee and narrator. He's there to sort out the consequences of whatever we attempt to do with a bias toward whatever the particular group finds reasonable and fun.
You seem to be worried that without clear, universal rules, the DM will have no problem "beating" the players and I guess in that sense somehow "winning." And it's not even a problem that the DM could win so much as that he would win too easily or by cheating ("fiat").
ZebioLizard2 wrote: the LFQW issue, where fighters gain only X certain things while Spell-casters become versatile masters able to perform the roles of [non-casters]
First, I think LFQW is about damage output. But yes, 3E definitely had the problem that higher level casters had spells that mimicked or mooted non-caster class abilities. I have not seen this problem in the Basic PDF yet.
BUT
Magic by its very definition defies the laws of nature. In any world with magic along these lines, the most skilled magic users will always be more powerful than everyone else for the very reason that they get to break the laws of nature while nobody else does. 3E's answer was to make everyone a magic user, via prestige classes. 4E's answer was to reduce magic to a well-defined system of superpowers and then give functionally equivalent superpowers to a set of classes called "martial."
This message was edited 6 times. Last update was at 2014/07/07 20:27:37
Manchu wrote: @Ahtman: No more BBQs for you until you back up this regression claim.
You could start by comparing the number of pages devoted to combat maneuvers for martial characters to the number of pages to spells. To beat it the spells would need to take up just 1 page, but it has far more than that. Sure there are class features, but wizards and clerics also get class features. Much of the Book of Nine Sword and 4E martial options seemed to have just up and disappeared.
This message was edited 1 time. Last update was at 2014/07/07 20:28:53
Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
2014/07/07 20:31:34
Subject: Re:D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
Buzzsaw wrote: What's happening is that our perspectives are so divergent that there are things that you find good and well done, that I find tedious and inept.
Yep, I've been explaining that ITT for something like a month or more.
With due respect, then why do you persist in asking questions for which you already know the answer? Your friend who said "the beautiful tactical combat is gone" is completely correct.
"Disengage lets you avoid provoking OAs altogether for the rest of your turn so that's a lot of your argument right there." No it doesn't. "If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn." Since my point is that moving through an occupied square is very different form simple movement, which is what the rules cover, my point is the DM decided he wanted to do something and simply did it.
"You seem to be worried that without clear, universal rules, the DM will have no problem "beating" the players and I guess in that sense somehow "winning."" I say this with all due gentleness: please stop trying to guess at my feelings, you are really bad at it.
I am no more "worried" about this in the manner you suggest then a man that wants vanilla ice cream can be said to be "worried" there won't be enough vanilla in the chocolate ice cream he has just been served by accident. He's not worried, it's just not what he wants.
The fundamentals of tactics in 4e are a philosophical and mechanical certainty that, as a part, removes the issue of "DM fiat", but also empowers all the players (including the DM) by removing lack of clarity. So...
Manchu wrote: ...So would you guys say it seems like 4E players are not totally left in the cold?
To say that 4e players are left in the cold is to misstate it: 4e players are actively antagonized by elements of 5e.
Manchu wrote: @Ahtman: No more BBQs for you until you back up this regression claim.
You could start by comparing the number of pages devoted to combat maneuvers for martial characters to the number of pages to spells. To beat it the spells would need to take up just 1 page, but it has far more than that. Sure there are class features, but wizards and clerics also get class features. Much of the Book of Nine Sword and 4E martial options seemed to have just up and disappeared.
Page numbers? Those are rules in a book. The game in the book is not about rules in the book, it's about the rulings on the table about the rules in the book. You are therefore ruling an issue about rules in a book when it should be a ruling about rulings about rules in a book, can you please re-frame your ruling to be a ruling about rulings about rules in a book without being about rules in a book rather than a rulings about rules in a book.
EDIT: That's my ruling about your ruling at least. It isn't a rule in a book, that isn't what this is about. Feel free to have your own ruling of my ruling of your ruling of his ruling of their ruling of rules. I'm sure we're really all on the same page here.
This message was edited 3 times. Last update was at 2014/07/07 20:43:25
2014/07/07 20:49:49
Subject: Re:D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
I'm going to read the PDF tomorrow and judge for myself. Number one thing I'm looking for is: Can I create the kinds of characters I can imagine. For me, 4th ed was too stiffling, structured and basic to suit my tastes. It felt like one step up from a pre-made character and somehow all the characters felt the same.
I'm looking for rules that inspire role playing, like characters that buck the trend or come out of left field.
My favorite book of 3rd was "Savage Species." My best character ever was a Medusa archer. That's what I'm looking for.
If the game can make my imagination run, then I'll buy it.
Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions.
2014/07/07 21:02:32
Subject: Re:D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
First, I think LFQW is about damage output. But yes, 3E definitely had the problem that higher level casters had spells that mimicked or mooted non-caster class abilities. I have not seen this problem in the Basic PDF yet.
If you think it's about damage output then you really don't know much about it, infact Evocation Casters were the worst of the lot, considering all the Save or Die spells, the utility spells, the overall general use spells, along with said spells that made other classes useless.
If you want a good understanding, take a look at this page and scroll down to tabletop games.
5th edition is trying to do this in an interesting way. While Vancian magic with at-wills is coming back for the Wizard, Fighters are getting a new mechanic called "Combat Expertise" where they gain extra damage dice as they level up, but can exchange those dice for adding extra effects to their attacks, such as stunning or pushing enemies, making them more versatile with a sort of build-your-own-maneuver system. In addition, the designers have stated that they intend to make martial abilities equivalent to magical ones, and that they work better in synergy, I.E. a rogue's stealth works as well as an invisibility spell, but when they are combined the rogue becomes essentially a stealth god for a while.
The rest of it as a wall of text
Spoiler:
Dungeons & Dragons:
The actual point at which wizards overtake fighters is somewhere between level one (when they get color spray) and level five (when they get flight, fireball and haste), depending on who you ask. Either way, at low levels attack spells are both too weak and too few, the main advantages are in buff, incapacitation, area denial or utility magic. It also depends on the type of encounter — one strong opponent or many weaklings. Another problem is that as primary casters gain levels, they gain access to spells that allow them to do pretty much anything. A Wizard, Cleric, or Druid with access to the huge list of spells published for them can fill almost any party role — often better than the classes designed for that role — while a fighter gains variations and slight improvements on "hit enemy with stick". At level 17, they can pull some god-like stunts, with the ability to shapechange at will for limited periods, stop time, and even create entirely new planes of existence. Meanwhile, Fighters can hit things harder and faster and take more punishment. Additionally, a major issue is that at low levels, wizards have weaker spells (mostly) and can cast them fewer times before needing to rest. As they level up, they both get more uses of lower-level spells and access to higher-level spells with their own usage slots, meaning that a high level wizard is unlikely to ever run out of basic utility magic, while also having access to outrageously powerful effects that can resolve encounters on their own. On top of this, the better low-level spells scale in power as you go up in level, meaning that wizards gain more usages of more powerful magic as they go up in level — their power literally increasing quadratically. Originally, the intent of D&D was that the common man was a Fighter and he would be more powerful at low level, but someone who performed magic (a Cleric or Magic-User) would make sacrifices at low level to become more powerful at high level. But this was further balanced by Fighters getting the best followers at high level (and at the time, henchmen were quite valuable even if they were low-level), and because Fighters were the only ones who could use magic swords. The majority (60%+) of magic swords were intelligent and carried special spell-like powers. Since a Fighter was the only one who could wield one, those found in treasure would usually end up in his hands. This limited spell-like ability made up for the Fighter having no spells of his own. Fighting Men progressed at a faster rate than Magic Users. The difference in XP progression was later (3.0+) deemed ineffective, largely due to when game designers learned basic math and common sense. They realized that given the same amount of EXP the wizard was at best one level behind the fighter, and later actually progressed faster. Getting rid of this also fixed broken multiclasses. It is notable that throughout AD&D all the way to D&D 3.5, a solid majority of non-player characters higher than 20th level were wizards. Indeed, careful scrutiny of various game books reveals that they outnumber similarly high-level NPC's from all other classes combined. AD&D has rules about followers, so a high-level warrior can easily attract a small army. Sadly, it was often ignored, especially since it required the character to own a keep. Warriors also got Hit Points from high Constitution while wizards didn't. AD&D2 class XP awards, quite sensibly, altered class balance depending on the game style: in relatively peaceful ones, utility spellcasting allows wizards and priests a little XP all the time, in war/dungeon warriors get XP bonus for each defeated opponent. Dark Sun setting specifics eased it in that high-level warriors' followers are easier to use in an adventure, while wizards are feared and hated by just about everybody thanks to the fact that arcane magic in Dark Sun sucks the life out of everything around the spellcaster. Widespread psionics doesn't quite replace wizardry, as it's more useful against one tough opponent rather than many weaker ones. Most area effects are taxing, unreliable, centered on psionicist and indiscriminate: either plunge into crowd of foes alone for 3 rounds and risk fainting there or knock out your bodyguard(s) with Ultrablast just like everyone else in 50’. Special powerful creatures could then resist the new unresistable spells. Of course a spell to temporarily reduce a creature's Magic Resistance soon developed... Yes, another way that earlier editions of D&D dealt with this problem was giving a lot of the more powerful monsters (the kind high-level adventurers would be facing) magic resistance (called anti-magic in some of the early editions). Even relatively low magic resistance could really ruin a caster's day, because, first, magic resistance was a flat percentage, meaning that it didn't matter how powerful a caster you were, your spells still had the same chance of failing completely, and, second, because there were no spells that could directly penetrate resistance. Third edition radically nerfed magic resistance into spell resistance by changing those two things: powerful casters are more likely to penetrate spell resistance, and there were a number of spells that could simply ignore it (the orb spells were incredibly broken, partly for this reason) The new problem with wizards introduced by D&D3+ is that instead of having spellcasting interrupted by any hit, passing a Concentration skill check can fix this. This would be less of a big deal if skills weren't so easy to boost in 3.5ed. In 3rd Edition and 3.5, this applies to spellcasting classes in general with a sufficiently large and varied spell list. Clerics and Druids in particular led to the coining of the phrase "CoDzilla" (Cleric-or-Druid-zilla), as if a powergamer looks at the class the right way, they see class features more powerful than entire other classes. The Druid's Animal Companion is equivalent if not better than an entire Fighter in combat at level 1, making them superior even at low levels. The companion doesn't scale as fast as a Fighter, but given the exponential scaling of spells which a Druid also gets full access to, it doesn't really matter. The history here is a bit muddled. Clerics (or Priests in earlier editions) always had access to good armors, but no good offensive abilities, magical or martial. The common complaint is that they couldn't do anything well except heal and maybe tank a little, so they were given huge upgrades in both their magical abilities and their martial abilities (generally requiring magical augmentation) in 3rd edition. At first glance this didn't appear unbalanced, especially since most players would tend to either heal all the time anyways or make reasonably effective (but not to the point of replacing Fighters) melee fighters. The real brokenness comes in two flavors. First, creative uses of certain spells and feats (such as the aforementioned Divine Metamagic: Persist Spell) allowed spellcasters in general to break the game wide open. Second, even if you restrained these ridiculous abuses Clerics (and Druids) ended up by far the most versatile class, easily switching from tank, to healer, to controller etc. thanks to the incredible versatility and power of spells in third edition. In general, Wizards and Sorcerors get access to more powerful spells, but Clerics and Druids automatically know every single class spell ever printed for free. CoDZilla's built in melee ability is the reason they are largely regarded as stronger than Wizards and Sorcerers. If you allow all the insanity arcane spellcasters are stronger, especially with the Prestige Classes like Incantatrix, a class ludicrously powerful even by optimized Wizard standards, which basically lets you pull all the tricks Clerics can do with Divine Metamagic except better, more often, and in several different ways, and Initiate of the Sevenfold Veil — aka You Don't Get Hit Ever: The Class. However, even if your DM restricts those abuses CoDZilla is very strong. This was fixed in 4th edition, but at the cost of removing most of the abilities spellcasters previously had. Notably, Evil-aligned Clerics tend to make better Necromancers than Necromancers themselves. A specialized Wizard must surrender the ability to cast spells from two other schools of Arcane magic in order to receive said specialization, which confers only one extra spell from their specialized school per day and a +2 bonus to Spellcraft checks. Evil clerics, solely so that the mechanic that the ability of a Good-aligned (or, rather, Positive Energy-channeling) Cleric to turn or destroy undead has its Evil Counterpart, to rebuke or COMMAND undead. Most incorporeal undead also have a standard touch attack that afflicts ability drain, which can be a Game Breaker even at higher levels. What's worse? Some undead create spawn... and control it. Like Wraith . Druids are another example, able to combine the devastating Natural Spell feat with their animal forms, allowing them a melee presence on par with the strongest warriors while losing none of their casting power. Worse, at higher levels they can change form several times a day; morph into an eagle, rain lightning and fire on the enemy from safely out of reach, land, morph into a dire bear, wade into melee—and all while their animal companion is busy doing the fighter's job. Heck, druids are even ridiculous at level one. Produce flame + Animal Companion with multiple attacks = Ouch. The supplement Tome of Battle: Book of Nine Swords caters to those who prefer their warrior-types more superhuman. The Tome of Battle classes have received a mixed reception. It's either a step in the right direction, or growing existing Animesque trend into "anime fan Fightan Magic", or melee combatants' rebalance simply doesn't change much in comparison to CoDzilla or Wizards in the first place. Averted in 4th edition, which defines "martial powers" alongside "arcane powers" and "divine powers" — the warrior-types get more powerful abilities as they go up in level, too, and balance was a key goal. A lot of complaints that the game is no longer D&D or has turned into a video game on paper. You may have noticed above that Tome of Battle way of circumventing this problem was far from unanimously accepted even without extra radical changes. As shown in one of their cartoons, Wizards doesn't think much of the people who make complaints like this. As is routine, min/maxers did what they do best and found the Game Breakers. The balance was achieved by making wizards and fighters not just equivalent in power but mechanically very similar. Both classes essentially had lists of powers that did a damage effect to an area, a target or multiple targets and there might be a movement effect or a buff/debuff attached, with little thought given to how any of it made sense from a narrative perspective (how does hitting enemy A with your sword move ally B 3 squares? It doesn't matter, its balanced.) While someone starting 4th edition would see the differences between the classes as being sufficiently, previous editions gave the two classes such different mechanical flavors that many fans looking at the initial 4th edition line up found the differences meaningless. This is where the complaints come in. It doesn't help that they made the Wizard the least powerful class in 4th ed starting out (before later supplements balanced it back out.) This was supposed to be balanced out by ritual magic which was where most of the utility spells went but the early ritual spell options were so costly for so little effect it was hardly ever worth casting them. One key part of this is that 4E provides a basic standard power progression through the levels for all classes and that all classes advance at the same rate (the last point already held true in 3rd edition, but it's worth re-emphasizing). Specific added class or racial feature powers aside, every fifth-level character for example will have two first-level at-will, a first- and a third-level per-encounter, a first- and a fifth-level daily, and a second-level utility power at its core, period. Moreover, the effects of most individual powers remain largely fixed now instead of growing automatically more powerful with increasing character level, as often used to be the case with spells in earlier editions; the exceptions are mainly some class abilities that can't be swapped out for other powers in the course of the character's career as "standard" powers can, and the fact that the basic damage output of at-will attacks — which unlike encounter and daily powers don't come in levels higher than first — finally doubles upon reaching 21st (!) level in order to keep them competitive. Unfortunately, this started breaking with Player's Handbook 3, which started to shear away from the standard level progression, and shattered with the "essentials" line, which returned to the older model of having unique progressions for every class and making martial classes "simpler" to play...which obviated one of the major points of 4th Edition to begin with. 5th edition is trying to do this in an interesting way. While Vancian magic with at-wills is coming back for the Wizard, Fighters are getting a new mechanic called "Combat Expertise" where they gain extra damage dice as they level up, but can exchange those dice for adding extra effects to their attacks, such as stunning or pushing enemies, making them more versatile with a sort of build-your-own-maneuver system. In addition, the designers have stated that they intend to make martial abilities equivalent to magical ones, and that they work better in synergy, I.E. a rogue's stealth works as well as an invisibility spell, but when they are combined the rogue becomes essentially a stealth god for a while.
This message was edited 2 times. Last update was at 2014/07/07 21:06:38
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 21:07:50
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
5th edition is trying to do this in an interesting way. While Vancian magic with at-wills is coming back for the Wizard, Fighters are getting a new mechanic called "Combat Expertise" where they gain extra damage dice as they level up, but can exchange those dice for adding extra effects to their attacks, such as stunning or pushing enemies, making them more versatile with a sort of build-your-own-maneuver system. In addition, the designers have stated that they intend to make martial abilities equivalent to magical ones, and that they work better in synergy, I.E. a rogue's stealth works as well as an invisibility spell, but when they are combined the rogue becomes essentially a stealth god for a while.
The rest of it as a wall of text
Spoiler:
Dungeons & Dragons:
The actual point at which wizards overtake fighters is somewhere between level one (when they get color spray) and level five (when they get flight, fireball and haste), depending on who you ask. Either way, at low levels attack spells are both too weak and too few, the main advantages are in buff, incapacitation, area denial or utility magic. It also depends on the type of encounter — one strong opponent or many weaklings.
Another problem is that as primary casters gain levels, they gain access to spells that allow them to do pretty much anything. A Wizard, Cleric, or Druid with access to the huge list of spells published for them can fill almost any party role — often better than the classes designed for that role — while a fighter gains variations and slight improvements on "hit enemy with stick". At level 17, they can pull some god-like stunts, with the ability to shapechange at will for limited periods, stop time, and even create entirely new planes of existence. Meanwhile, Fighters can hit things harder and faster and take more punishment.
Additionally, a major issue is that at low levels, wizards have weaker spells (mostly) and can cast them fewer times before needing to rest. As they level up, they both get more uses of lower-level spells and access to higher-level spells with their own usage slots, meaning that a high level wizard is unlikely to ever run out of basic utility magic, while also having access to outrageously powerful effects that can resolve encounters on their own. On top of this, the better low-level spells scale in power as you go up in level, meaning that wizards gain more usages of more powerful magic as they go up in level — their power literally increasing quadratically.
Originally, the intent of D&D was that the common man was a Fighter and he would be more powerful at low level, but someone who performed magic (a Cleric or Magic-User) would make sacrifices at low level to become more powerful at high level. But this was further balanced by Fighters getting the best followers at high level (and at the time, henchmen were quite valuable even if they were low-level), and because Fighters were the only ones who could use magic swords. The majority (60%+) of magic swords were intelligent and carried special spell-like powers. Since a Fighter was the only one who could wield one, those found in treasure would usually end up in his hands. This limited spell-like ability made up for the Fighter having no spells of his own.
Fighting Men progressed at a faster rate than Magic Users. The difference in XP progression was later (3.0+) deemed ineffective, largely due to when game designers learned basic math and common sense. They realized that given the same amount of EXP the wizard was at best one level behind the fighter, and later actually progressed faster. Getting rid of this also fixed broken multiclasses.
It is notable that throughout AD&D all the way to D&D 3.5, a solid majority of non-player characters higher than 20th level were wizards. Indeed, careful scrutiny of various game books reveals that they outnumber similarly high-level NPC's from all other classes combined.
AD&D has rules about followers, so a high-level warrior can easily attract a small army. Sadly, it was often ignored, especially since it required the character to own a keep. Warriors also got Hit Points from high Constitution while wizards didn't. AD&D2 class XP awards, quite sensibly, altered class balance depending on the game style: in relatively peaceful ones, utility spellcasting allows wizards and priests a little XP all the time, in war/dungeon warriors get XP bonus for each defeated opponent.
Dark Sun setting specifics eased it in that high-level warriors' followers are easier to use in an adventure, while wizards are feared and hated by just about everybody thanks to the fact that arcane magic in Dark Sun sucks the life out of everything around the spellcaster. Widespread psionics doesn't quite replace wizardry, as it's more useful against one tough opponent rather than many weaker ones. Most area effects are taxing, unreliable, centered on psionicist and indiscriminate: either plunge into crowd of foes alone for 3 rounds and risk fainting there or knock out your bodyguard(s) with Ultrablast just like everyone else in 50’.
Special powerful creatures could then resist the new unresistable spells. Of course a spell to temporarily reduce a creature's Magic Resistance soon developed...
Yes, another way that earlier editions of D&D dealt with this problem was giving a lot of the more powerful monsters (the kind high-level adventurers would be facing) magic resistance (called anti-magic in some of the early editions). Even relatively low magic resistance could really ruin a caster's day, because, first, magic resistance was a flat percentage, meaning that it didn't matter how powerful a caster you were, your spells still had the same chance of failing completely, and, second, because there were no spells that could directly penetrate resistance. Third edition radically nerfed magic resistance into spell resistance by changing those two things: powerful casters are more likely to penetrate spell resistance, and there were a number of spells that could simply ignore it (the orb spells were incredibly broken, partly for this reason)
The new problem with wizards introduced by D&D3+ is that instead of having spellcasting interrupted by any hit, passing a Concentration skill check can fix this. This would be less of a big deal if skills weren't so easy to boost in 3.5ed.
In 3rd Edition and 3.5, this applies to spellcasting classes in general with a sufficiently large and varied spell list. Clerics and Druids in particular led to the coining of the phrase "CoDzilla" (Cleric-or-Druid-zilla), as if a powergamer looks at the class the right way, they see class features more powerful than entire other classes.
The Druid's Animal Companion is equivalent if not better than an entire Fighter in combat at level 1, making them superior even at low levels. The companion doesn't scale as fast as a Fighter, but given the exponential scaling of spells which a Druid also gets full access to, it doesn't really matter.
The history here is a bit muddled. Clerics (or Priests in earlier editions) always had access to good armors, but no good offensive abilities, magical or martial. The common complaint is that they couldn't do anything well except heal and maybe tank a little, so they were given huge upgrades in both their magical abilities and their martial abilities (generally requiring magical augmentation) in 3rd edition. At first glance this didn't appear unbalanced, especially since most players would tend to either heal all the time anyways or make reasonably effective (but not to the point of replacing Fighters) melee fighters. The real brokenness comes in two flavors. First, creative uses of certain spells and feats (such as the aforementioned Divine Metamagic: Persist Spell) allowed spellcasters in general to break the game wide open. Second, even if you restrained these ridiculous abuses Clerics (and Druids) ended up by far the most versatile class, easily switching from tank, to healer, to controller etc. thanks to the incredible versatility and power of spells in third edition. In general, Wizards and Sorcerors get access to more powerful spells, but Clerics and Druids automatically know every single class spell ever printed for free. CoDZilla's built in melee ability is the reason they are largely regarded as stronger than Wizards and Sorcerers. If you allow all the insanity arcane spellcasters are stronger, especially with the Prestige Classes like Incantatrix, a class ludicrously powerful even by optimized Wizard standards, which basically lets you pull all the tricks Clerics can do with Divine Metamagic except better, more often, and in several different ways, and Initiate of the Sevenfold Veil — aka You Don't Get Hit Ever: The Class. However, even if your DM restricts those abuses CoDZilla is very strong. This was fixed in 4th edition, but at the cost of removing most of the abilities spellcasters previously had.
Notably, Evil-aligned Clerics tend to make better Necromancers than Necromancers themselves. A specialized Wizard must surrender the ability to cast spells from two other schools of Arcane magic in order to receive said specialization, which confers only one extra spell from their specialized school per day and a +2 bonus to Spellcraft checks. Evil clerics, solely so that the mechanic that the ability of a Good-aligned (or, rather, Positive Energy-channeling) Cleric to turn or destroy undead has its Evil Counterpart, to rebuke or COMMAND undead. Most incorporeal undead also have a standard touch attack that afflicts ability drain, which can be a Game Breaker even at higher levels. What's worse? Some undead create spawn... and control it. Like Wraith .
Druids are another example, able to combine the devastating Natural Spell feat with their animal forms, allowing them a melee presence on par with the strongest warriors while losing none of their casting power. Worse, at higher levels they can change form several times a day; morph into an eagle, rain lightning and fire on the enemy from safely out of reach, land, morph into a dire bear, wade into melee—and all while their animal companion is busy doing the fighter's job. Heck, druids are even ridiculous at level one. Produce flame + Animal Companion with multiple attacks = Ouch.
The supplement Tome of Battle: Book of Nine Swords caters to those who prefer their warrior-types more superhuman. The Tome of Battle classes have received a mixed reception. It's either a step in the right direction, or growing existing Animesque trend into "anime fan Fightan Magic", or melee combatants' rebalance simply doesn't change much in comparison to CoDzilla or Wizards in the first place.
Averted in 4th edition, which defines "martial powers" alongside "arcane powers" and "divine powers" — the warrior-types get more powerful abilities as they go up in level, too, and balance was a key goal. A lot of complaints that the game is no longer D&D or has turned into a video game on paper. You may have noticed above that Tome of Battle way of circumventing this problem was far from unanimously accepted even without extra radical changes. As shown in one of their cartoons, Wizards doesn't think much of the people who make complaints like this. As is routine, min/maxers did what they do best and found the Game Breakers.
The balance was achieved by making wizards and fighters not just equivalent in power but mechanically very similar. Both classes essentially had lists of powers that did a damage effect to an area, a target or multiple targets and there might be a movement effect or a buff/debuff attached, with little thought given to how any of it made sense from a narrative perspective (how does hitting enemy A with your sword move ally B 3 squares? It doesn't matter, its balanced.) While someone starting 4th edition would see the differences between the classes as being sufficiently, previous editions gave the two classes such different mechanical flavors that many fans looking at the initial 4th edition line up found the differences meaningless. This is where the complaints come in. It doesn't help that they made the Wizard the least powerful class in 4th ed starting out (before later supplements balanced it back out.) This was supposed to be balanced out by ritual magic which was where most of the utility spells went but the early ritual spell options were so costly for so little effect it was hardly ever worth casting them.
One key part of this is that 4E provides a basic standard power progression through the levels for all classes and that all classes advance at the same rate (the last point already held true in 3rd edition, but it's worth re-emphasizing). Specific added class or racial feature powers aside, every fifth-level character for example will have two first-level at-will, a first- and a third-level per-encounter, a first- and a fifth-level daily, and a second-level utility power at its core, period. Moreover, the effects of most individual powers remain largely fixed now instead of growing automatically more powerful with increasing character level, as often used to be the case with spells in earlier editions; the exceptions are mainly some class abilities that can't be swapped out for other powers in the course of the character's career as "standard" powers can, and the fact that the basic damage output of at-will attacks — which unlike encounter and daily powers don't come in levels higher than first — finally doubles upon reaching 21st (!) level in order to keep them competitive. Unfortunately, this started breaking with Player's Handbook 3, which started to shear away from the standard level progression, and shattered with the "essentials" line, which returned to the older model of having unique progressions for every class and making martial classes "simpler" to play...which obviated one of the major points of 4th Edition to begin with.
5th edition is trying to do this in an interesting way. While Vancian magic with at-wills is coming back for the Wizard, Fighters are getting a new mechanic called "Combat Expertise" where they gain extra damage dice as they level up, but can exchange those dice for adding extra effects to their attacks, such as stunning or pushing enemies, making them more versatile with a sort of build-your-own-maneuver system. In addition, the designers have stated that they intend to make martial abilities equivalent to magical ones, and that they work better in synergy, I.E. a rogue's stealth works as well as an invisibility spell, but when they are combined the rogue becomes essentially a stealth god for a while.
There is a Reason why I didn't quote any of that in this actual page.
This message was edited 1 time. Last update was at 2014/07/07 21:08:01
2014/07/07 21:08:18
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
What? I thought it was interesting. And I don't like clicking, so I was saving someone else the click.
This message was edited 1 time. Last update was at 2014/07/07 21:08:38
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 21:17:17
Subject: Re:D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
Buzzsaw wrote: With due respect, then why do you persist in asking questions for which you already know the answer?
That's a good question. There is nothing wrong with playing D&D as if it were super chess. Hell, I like it, too, even though it specifically excludes the thing RPGs bring to the table that other games mostly cannot; i.e., the extraordinary freedom. But yes, sometimes I really want to play something crunchy and sharply defined. But I find cooperative board games more effective in scratching the itch -- yes, they are so much less complex but they also take so much less time than 4E.
Buzzsaw wrote: Since my point is that moving through an occupied square is very different form simple movement, which is what the rules cover, my point is the DM decided he wanted to do something and simply did it.
First, yes the DM decided what he wanted to do and did it. Second, what he did was completely in line with the rules.
Third, there are no such things as "occupied squares" in our game. We aren't playing super chess so there are no squares at all. Our characters are not pawns on a board. They are people experiencing a story in a setting. That experience arises from known quantities (mechanics) smashing into unknown ones (randomness). That's pretty standard for table top games but what makes our game different is the setting is too complex to be perfectly described in every aspect at every level of granularity by a predetermined rule set. And even if it was that simple (some people might reasonably judge it so), we prefer that the setting entail a certain bias toward what we find interesting and fun. So we have rules, yes, but they are best understood as guidelines from which we can reason, via ruling, about specific instances of anything.
So what happened in our game is:
A cornered goblin in mortal fear took the only escape route available -- through the enemy. Its enemies tried to stop it but it was too slippery and quick.
What I find so cool about 5E is that during play we talked about what was going on like that. Provoking OAs, the Disengage action, Combat Tests as Reactions ... all those mechanics were active. The motor was running silently under the hood. If anybody at the table had wanted to, and I say this as something of a RPG "gearhead," they could have popped the hood and seen all the parts whirling right along. But nobody did because we were into the scene, the setting, the action.
MWHistorian wrote: My best character ever was a Medusa archer. That's what I'm looking for.
You won't find it in the free PDF. You have Dwarf, Elf, Halfling, Human and Cleric, Fighter, Rogue, Wizard. OTOH my first 5E character was a Dwarf Wizard, which has been pretty rare in the past. In 5E, to step into the power gamer shoes for a moment, the Dwarf Wizard is not only "viable" but brings something otherwise unavailable so far in 5E: an armored mage. I gave her the Soldier background so she's even less the stereotypical "Starter Box" caster. Very fun so far!
Automatically Appended Next Post:
Ahtman wrote: You could start by comparing the number of pages devoted to combat maneuvers for martial characters to the number of pages to spells.
If you want to use spells, play a caster. People have a pretty good idea of what a warrior can do thanks to action movies. And that is a lot of stuff, at least if you are an imaginative person. But you don't need a list of permissions because you are already familiar with the laws of nature, which are also assumed in the game's setting. Magic, however, requires a long list of permissions (the spell text) because it breaks the laws of nature.
Automatically Appended Next Post:
ZebioLizard2 wrote: all the Save or Die spells, the utility spells, the overall general use spells, along with said spells that made other classes useless
Manchu wrote: 3E definitely had the problem that higher level casters had spells that mimicked or mooted non-caster class abilities.
This message was edited 4 times. Last update was at 2014/07/07 21:30:13
I never got the freedom argument. 4E did not remove freedom; It provided everyone with options. Just because the basic attack powers had fluff descriptions didn't mean they had any less possibility for interpretation than a normal melee basic in 3E.
I.e. I don't know how 'Swing twice' is any more freedom than 'Raptor Strike'.
Automatically Appended Next Post:
If you want to use spells, play a caster. People have a pretty good idea of what a warrior can do thanks to action movies. And that is a lot of stuff, at least if you are an imaginative person. But you don't need a list of permissions because you are already familiar with the laws of nature, which are also assumed in the game's setting. Magic, however, requires a long list of permissions (the spell text) because it breaks the laws of nature.
The difference is this:
Fighter - Standard low-level Attack "I.e. I swing my sword at my opponent." 1d8 + Strength Fighter - Awesome High Level Attack "I.e. I jump up, grab the chandelier, kick the dude in the face, land on his chest and stab him." 1d8 + Strength + a bonus if your DM sees fit. At high levels, you get to do that multiple times in one round.
Wizard - Standard Low Level Attack "i.e. I fire a magic missle at the darkness" 1d4 + Int Wizard - Awesome High Level Attack "I incinerate you with my mind" Grab a number of damage dice equal to your level, add your int at least once.
Automatically Appended Next Post: I.e. No matter how many action movies you've seen and try to emulate, you still just do weapon damage to your opponent. Wizards on the other hand...
This message was edited 6 times. Last update was at 2014/07/07 21:47:44
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 21:49:53
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
4E did not provide the options. The options were always there. By categorizing, labeling, and distributing the options, 4E actually radically limited them.
Also a spell is not equivalent to a melee attack. I mean, sure that is true if you are just talking about the computer program running the simulation. But not in the world of the setting. Just because magic doesn't break the rules of the game doesn't mean it breaks the laws of nature of the game's setting.
Magic in super chess, however, is truly mundane. But only mundane in a world where everything is X-TREEEEM!!! As I mentioned above, 4E reduced magic to the superpowers or pro-wrestling moves. It did the same to melee combat. That is how 4E made magic and melee functionally equivalent for the sake of balance.
This message was edited 2 times. Last update was at 2014/07/07 21:51:49
Manchu wrote: 4E did not provide the options. The options were always there. By categorizing, labeling, and distributing the options, 4E actually radically limited them.
Also a spell is not equivalent to a melee attack. I mean, sure that is true if you are just talking about the computer program running the simulation. But not in the world of the setting.
As I mentioned above, 4E reduced magic to the superpowers or pro-wrestling moves. It did the same to melee combat. That is how 4E made magic and melee functionally equivalent for the sake of balance.
4E didn't limit anything.
3E - What can a fighter do? Grapple. Swing his Sword (multiple times sometimes!) Bull rush. 4E - What can a fighter do? A crap-ton of stuff based on level. Including Swinging his sword. Want to grapple? You can still do that; I had a grappling fighter in 4E. Want to bull-rush? You can still do that; did it many times with fighters. You got more moves, more freedom, not less.
Automatically Appended Next Post:
Manchu wrote: Magic in super chess, however, is truly mundane. But only mundane in a world where everything is X-TREEEEM!!!.
This is totally your perception of it, but not at all how it played out in any game I played in.
Just because a fighter has the options to do 'three tiger kick' or 'Stone crushing rage' doesn't make it supernatural or make magic any less magical.
I.e. if Jet Li shows up at my house and knocks the teeth out of some dudes with super sweet kung fu, I'm gonna think that is improbable, but really cool. He's a badass highlevel martial artist after all. If Jet Li shows up at my house and incinerates a bunch of dudes with a fireball, I'm going to gak my pants because that's magic and magic isn't real. Also, where'd he get levels in Wizard?
This message was edited 4 times. Last update was at 2014/07/07 21:56:44
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 21:55:49
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
Let's find out -- you tell me what you want to try and I will tell you what to roll.
In 4E, what can a fighter do?
Pages and pages of very specific things and just those things.
What's the player in basic restricted to? DM Fiat. i.e. (you tell me what you want to try and I will tell you what to roll.) What's the player in 4E restricted to? DM Fiat. i.e. (you tell me what you want to try and I will tell you what to roll.)
There's as much back up for (you tell me what you want to try and I will tell you what to roll.) in basic as there is in 4E.
Automatically Appended Next Post: You know how I know that? Because I've DM'd both and players still ask in 4E 'Hey can I do X?' and I still have to adjudicate it, just as DM's have done for the last million years.
Unless, of course, I missed the part in the DMG that said I couldn't do that anymore.
Oh well, off for the day. Cheers!
This message was edited 3 times. Last update was at 2014/07/07 22:04:39
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2014/07/07 22:09:38
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
If we're playing 4E and you are the DM, I don't need to ask you permission to use Three Tiger Kick. WotC published a book that said I could as long as I was this level of this class with these other prerequisites. In fact, I don't really need your permission to do anything or your interpretation as to how it is done. There is a rule for everything of significance. In fact, all I really need to do is invoke whichever rule. You are just as bound by it as I am, because you are by and large the opponent. If you don't let me use Three Dragon Kick, you are cheating, just like if I don't let you use monsters of the appropriate challenge rating. This is the clarity that Buzzsaw correctly identified above.
If we're playing Basic and I am DMing, you don't need permission from me to try anything. This is not because there is a rule for everything but because you getting to try whatever we agree makes reasonable sense given the setting is the fundamental premise of the game. My role as the DM is to figure out what is the most reasonable way to test whether your attempt is successful and then to narrate the consequences.
This message was edited 3 times. Last update was at 2014/07/07 22:16:14
4th was highly limiting and stiffling. "Here's what you can do, like action tabs on an MMO."
Unlike in wargames, in RPG's I don't care about balance. A good DM can and should do whatever it takes to make the game fun, like an interactive story. (for me) The more restrictive those rules, the less I can get into the game.
Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions.
2014/07/07 22:28:47
Subject: D&D (Fifth Edition): Basic Rules Free PDF (link in OP)
@MWHistorian - Yep that's also what I like in a RPG. But even though I started playing with AD&D 2E Revised, my real roots are with Third Edition. I do like a good bit of crunch in terms of what people sometimes call "options." When 4E came out, I was very much on board. OTOH, as I got older, I started to realize that I love RPGs more than board games and war games precisely because they entail this radical freedom that those crunchier games don't and can't. What amazes me about 5E is how it strikes a happy medium between these aspects of my preference.
Buzzsaw wrote: With due respect, then why do you persist in asking questions for which you already know the answer?
That's a good question. There is nothing wrong with playing D&D as if it were super chess. Hell, I like it, too, even though it specifically excludes the thing RPGs bring to the table that other games mostly cannot; i.e., the extraordinary freedom. But yes, sometimes I really want to play something crunchy and sharply defined. But I find cooperative board games more effective in scratching the itch -- yes, they are so much less complex but they also take so much less time than 4E.
Buzzsaw wrote: Since my point is that moving through an occupied square is very different form simple movement, which is what the rules cover, my point is the DM decided he wanted to do something and simply did it.
First, yes the DM decided what he wanted to do and did it. Second, what he did was completely in line with the rules.
Third, there are no such things as "occupied squares" in our game. We aren't playing super chess so there are no squares at all. Our characters are not pawns on a board. They are people experiencing a story in a setting. That experience arises from known quantities (mechanics) smashing into unknown ones (randomness). That's pretty standard for table top games but what makes our game different is the setting is too complex to be perfectly described in every aspect at every level of granularity by a predetermined rule set. And even if it was that simple (some people might reasonably judge it so), we prefer that the setting entail a certain bias toward what we find interesting and fun. So we have rules, yes, but they are best understood as guidelines from which we can reason, via ruling, about specific instances of anything.
So what happened in our game is:
A cornered goblin in mortal fear took the only escape route available -- through the enemy. Its enemies tried to stop it but it was too slippery and quick.
What I find so cool about 5E is that during play we talked about what was going on like that. Provoking OAs, the Disengage action, Combat Tests as Reactions ... all those mechanics were active. The motor was running silently under the hood. If anybody at the table had wanted to, and I say this as something of a RPG "gearhead," they could have popped the hood and seen all the parts whirling right along. But nobody did because we were into the scene, the setting, the action.
And so you have the answer to the ultimate question: 5e isn't just unable to be reconciled with 4e sensibilities, but requires a certain amount of contempt for them.
Seriously now, "super chess"?
That's the thing, the more you try and make what happened in your game comport with the rules, the more it fails to comport with them.
If your characters exist in this sort of quantum fog, "Our characters are not pawns on a board. They are people experiencing a story in a setting"*, well then, the goblin didn't pass through any occupied spaces (squares would be too concrete, natch). So the dex checks were superfluous: taking a disengage action allows movement free from OAs.
Oh, wait a minute, he did pass through your spaces: "It dashed through the legs of the Dwarf Fighter, my (reasonably tough) Dwarf Wizard, and the Human Fighter." Hmm...
Ah, I see, the DM simply gave the goblin the Halfling trait; "Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours." Go go rocket Rogues indeed!
Hmm, no, that doesn't work either. Besides giving any small creature an ability that is given specifically to Halflings, a Halfling doesn't need to make a check. Because of Halfling Nimbleness, he can simply pass through other creature's... spaces. Again we are in a position where the dex checks were superfluous.
Ah, he decided that the goblin, being small, could pass through other's spaces, but lacking the halfling's nimbleness, it had to make opposed dex checks. A fine ruling, marred only by being completely unpredictable and thus, of course, a terrible example of tactical combat.
If we are to compare 4e to super chess, it seems that 5e is meant to be a different game... "Mother May I?"
*By the way, the very existence of Halfling Nimbleness means that occupied spaces are something the rules intend for you to take seriously.
I'm not finding your arguments for why LFQW either isn't a thing or isn't a thing worth worrying about very convincing.
I already said I was going to wait till PHB before making any decisions but then you pursued the question specifically at me a second time so I tried to be polite and give you a cursory answer to why I have my suspicions that this may be another caster edition. You seem like Kevin Spacey's Lex Luthor begging people to say something then screaming "NO" before they can finish.
Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.