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![[Post New]](/s/i/i.gif) 2023/08/27 21:23:48
Subject: New meta watch data
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Longtime Dakkanaut
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tneva82 wrote:leopard wrote:isn't the whole point behind a RPG that the rules are just a guide and you use/ignore at the GMs whim when it shifts the story?
That's what it used to be. Then it became rollplaying. More detailed wargame.
I see what you did there...
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![[Post New]](/s/i/i.gif) 2023/08/28 01:04:40
Subject: New meta watch data
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Dakka Veteran
Australia
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alextroy wrote:Toofast wrote:Actually 9th edition, but with the stratagems from 10th, would be infinitely better than what we have right now. The charge/pile in rules are made to punish CC armies even more, flight movement is dumb because now a flying model can't even get on top of a tall building so they aren't actually flying any more, cover rules are a head scratcher where a unit out in a wide open field gets cover from an enemy inside a house if 1 guy in the shooting unit has a window frame in his view, psychic models don't actually do anything different except it says "psychic" next to their guns, tweaking a list is impossible because you can't just drop 1 guy or 1 special weapon from a squad... I have no idea what they were thinking on most of the changes from 9th to 10th. Less stratagems/ CP is the only change I actually like.
Wow. I read this and all I can see is a list of power gamer complaints:
I can't game charge and pile-in moves to gain extra movement, minimize contact, and control when I destroy a unit instead of actually fighting enemy units.Flying units no longer have the ability to fly infinitely high and must actually interact with terrain.The Cover rules are too liberal rather than too restrictive.Psychic weapons are weapons rather than an easy source of Mortal Wounds.I can't tweak my list down to the individual model level for maximum optimization.Yeah. I'll have to disagree with you on almost every point.
This is such a disgenuous list. Do you have an axe to grind?
I can't game charge and pile-in moves to gain extra movement, minimize contact, and control when I destroy a unit instead of actually fighting enemy units.This change without consideration for melee armies more or less reduced their damage output by half. Note how Orks are dogwaterFlying units no longer have the ability to fly infinitely high and must actually interact with terrain.I'm confused, I don't see anyone complaining about this. Toofast doesn't want his minis to fly "Infinitely high".The Cover rules are too liberal rather than too restrictive.watPsychic weapons are weapons rather than an easy source of Mortal Wounds.You prefer their current concept of Psychic Weapons that are just extremely bland pistols? I rue the loss of interesting abilities on units that weren't just "shoot overwatch again" or "shoot overwatch again, but again too" or "ignore cover".I can't tweak my list down to the individual model level for maximum optimization.Oooh spooky WAAC zeitgeists that steal your minis
Automatically Appended Next Post:
ThePaintingOwl wrote:Karol wrote:yes right now you don't need multiple books. You just have one book, and it tells you what roll you get. Mods and re-rolls are just a bonus to the mechanic.
Yes, exactly. The focus of the game is on roleplaying not character optimization.
Automatically Appended Next Post:
FezzikDaBullgryn wrote:5th is bad because it makes even veteran DMs have a nightmare time trying to balance a game without outright lying, fudging rolls, or just basically bringing in miracles like a special NPC that helps the team out.
I'm not sure why you think this is a problem with 5th? The imbalance between min-maxers and "story" players is far less than it was in previous editions. In 3.5e the "story based" fighter at level 1 is swinging a sword with +1 to hit and one attack per round, the min-maxer at level 1 has literally ascended to godhood and gained infinite stats on everything. And even if the DM bans infinite loops the min-maxer is rapidly going to have a +10 or more advantage on everything compared to the "normal" player. How do you set the DC for a strength check when the "story based" fighter has +3 and the min-maxer has +30? How do you create an engaging combat encounter when anything the "normal" player is capable of contributing against can be soloed by the min-maxer in one round?
Also, as always, Hasbro still has a massive problem with Odd Numbers. Somehow, 17 is not better than 16. but 18 is better than 19. Get rid of the dumb mechanic where you only get a boost on evens, and just make it higher number = better.
So 5th is bad because it keeps a mechanic that exists for the sole purpose of maintaining compatibility with the obsolete 3D6 attribute generation of old editions?
Finally, 5th introduced the concept of glossing over lore to better suit the political times. Twenty years of lore about orcs being evil, is now not a thing. Negative Stats are no longer a thing. That Dwarf can be the ARCH WIZARD. ADnD used to have racial restrictions. You couldn't play certain classes without being certain races. Paladin for instance, was locked to humans.
That's a pretty odd complaint given the fact that D&D does not depend on a single setting and most DMs are building worlds with their own lore, or at least customized variants of official material. Does anyone really care what the lore in the official worlds is? Would anyone even know what the official lore is without certain ideologically-motivated critics making a controversy out of it?
And TBH the changes you describe are good ones. Orcs always being evil makes them boring. There's never any moral conflict in slaughtering them by the thousands to farm loot and XP, they can never interact with the world in any meaningful way, they can never be player characters, etc. And racial restrictions and stat modifiers just reduce character diversity. Do you really think it's a more enjoyable game when your choice of race is de facto limited to the one that gives you a +2 primary stat bonus? Why even have choices for character creation if there's always a single correct answer and you're sabotaging yourself if you pick anything else?
Sorta kinda, Fezzik was close but didn't quite hit the nail on the head.
So basically, 5e bad because the GM has to write all the rules, explain it to all the players. While the "classes" themselves have literally zero distinction between themselves.
A good example is the Barbarian, you could play as Conan the Barbarian, using your raw power of muscles. Or... Conan the Barbarian, using your raw power of muscles.
The level 3 archetypes are extremely bland too, and there are several levels of zero options for players to become invested with. Paladin's whole class feature for several levels is "+1 to AC".
Rule gak aside, 5e only really supports one overall genre of game - power fantasy.
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This message was edited 3 times. Last update was at 2023/08/28 01:44:26
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![[Post New]](/s/i/i.gif) 2023/08/28 02:58:42
Subject: New meta watch data
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Confessor Of Sins
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Eonfuzz wrote: alextroy wrote:Toofast wrote:Actually 9th edition, but with the stratagems from 10th, would be infinitely better than what we have right now. The charge/pile in rules are made to punish CC armies even more, flight movement is dumb because now a flying model can't even get on top of a tall building so they aren't actually flying any more, cover rules are a head scratcher where a unit out in a wide open field gets cover from an enemy inside a house if 1 guy in the shooting unit has a window frame in his view, psychic models don't actually do anything different except it says "psychic" next to their guns, tweaking a list is impossible because you can't just drop 1 guy or 1 special weapon from a squad... I have no idea what they were thinking on most of the changes from 9th to 10th. Less stratagems/ CP is the only change I actually like.
Wow. I read this and all I can see is a list of power gamer complaints:
I can't game charge and pile-in moves to gain extra movement, minimize contact, and control when I destroy a unit instead of actually fighting enemy units.Flying units no longer have the ability to fly infinitely high and must actually interact with terrain.The Cover rules are too liberal rather than too restrictive.Psychic weapons are weapons rather than an easy source of Mortal Wounds.I can't tweak my list down to the individual model level for maximum optimization.Yeah. I'll have to disagree with you on almost every point.
This is such a disgenuous list. Do you have an axe to grind?
I can't game charge and pile-in moves to gain extra movement, minimize contact, and control when I destroy a unit instead of actually fighting enemy units.This change without consideration for melee armies more or less reduced their damage output by half. Note how Orks are dogwaterFlying units no longer have the ability to fly infinitely high and must actually interact with terrain.I'm confused, I don't see anyone complaining about this. Toofast doesn't want his minis to fly "Infinitely high".The Cover rules are too liberal rather than too restrictive.watPsychic weapons are weapons rather than an easy source of Mortal Wounds.You prefer their current concept of Psychic Weapons that are just extremely bland pistols? I rue the loss of interesting abilities on units that weren't just "shoot overwatch again" or "shoot overwatch again, but again too" or "ignore cover".I can't tweak my list down to the individual model level for maximum optimization.Oooh spooky WAAC zeitgeists that steal your minis
No axe to grind. Just an observation that his complaints seem to be concentrated on "I want more control in a way that increases power" not the game being actively bad.
I mean, if Orks are bad, it isn't the core rules that make them bad. It is the rules of the army that make them bad.
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![[Post New]](/s/i/i.gif) 2023/08/28 03:08:23
Subject: New meta watch data
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Morally-Flexible Malleus Hearing Whispers
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I mean, I've played every edition from the literal white box to this one in 5th. I have to say, I've never seen min maxing shenanigans or as many Warlock, Sorcerer/paladins as I have in this current edition. I blame Matt Mercer. He took my nerd hobby and made it cool to all the norms. Now I have to cater to the power fantasy of some idiot literally creating Johnny Silverhand as a Archer/Monk. And yes, he wants his arm to function as a magic weapon that can block and deflect any melee attack. Or the new person who wants to play the.....vomit....Echoknight, that gets Misty Step as a free action.
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![[Post New]](/s/i/i.gif) 2023/08/28 03:29:51
Subject: New meta watch data
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Fixture of Dakka
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FezzikDaBullgryn wrote:I mean, I've played every edition from the literal white box to this one in 5th. I have to say, I've never seen min maxing shenanigans or as many Warlock, Sorcerer/paladins as I have in this current edition. I blame Matt Mercer. He took my nerd hobby and made it cool to all the norms. Now I have to cater to the power fantasy of some idiot literally creating Johnny Silverhand as a Archer/Monk. And yes, he wants his arm to function as a magic weapon that can block and deflect any melee attack. Or the new person who wants to play the.....vomit....Echoknight, that gets Misty Step as a free action.
Sounds like you need to learn how to say "No".
You also need to remember that YOU, not a book, not WoTC, not Mat Mercer or whomever, are the DM.
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![[Post New]](/s/i/i.gif) 2023/08/28 03:45:08
Subject: New meta watch data
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Resolute Ultramarine Honor Guard
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FezzikDaBullgryn wrote:I mean, I've played every edition from the literal white box to this one in 5th. I have to say, I've never seen min maxing shenanigans or as many Warlock, Sorcerer/paladins as I have in this current edition. I blame Matt Mercer. He took my nerd hobby and made it cool to all the norms. Now I have to cater to the power fantasy of some idiot literally creating Johnny Silverhand as a Archer/Monk. And yes, he wants his arm to function as a magic weapon that can block and deflect any melee attack. Or the new person who wants to play the.....vomit....Echoknight, that gets Misty Step as a free action.
I usually want to play a Paladin. Never been interested in Sorcerers or Warlocks. I'd also like to see a return to multiple worlds. Forgotten Realms has been the FOTM long enough, its time for Greyhawk and Dragonlance to get some time.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2023/08/28 04:34:26
Subject: New meta watch data
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Been Around the Block
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Eonfuzz wrote:Leo_the_Rat wrote:D&D was around long before Hasbro purchased the rights to it. 5e is still using most of the mechanics that came from 3.5 (a pre-hasbro era edition). So, I'm really not sure what the basis of your complaint is regarding the playability of 5e.
Hasbro has been a long time game making company and as far as I can tell neither a legal company (assuming you don't mean a fully incorporated entity) nor a gaming accessory manufacturer (again excepting accessory for the games that it owns). You may want to check U.S. history. I can't speak about Hasbro's Australian history.
Sorta kinda, it's an extremely watered down version of 3.5e with no flavour. New players and GMs would be far better served playing another system.
To clarify I'm not talking about the legal entity definition of Hasbro or GW, but the business plan and ethics of the companies in question. Specifically in the earlier comparison of 5e and 10th being similar.
The business plan and ethics of the company? i cant speak on GW too well...but what exactly do you mean with regard to Hasbro?
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![[Post New]](/s/i/i.gif) 2023/08/28 04:43:18
Subject: New meta watch data
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Rogue Grot Kannon Gunna
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FezzikDaBullgryn wrote:I have to say, I've never seen min maxing shenanigans or as many Warlock, Sorcerer/paladins as I have in this current edition.
Then you've had some exceptional luck with the people you've played older editions with and bad luck with your 5e players. 3.5 and Pathfinder had way more min-maxing possibilities than 5th, to the point where character optimization was less about "my character literally becomes God at level 1" and more about optimizing exactly how many minutes of time it takes in session 1 for your character to become God so you could get there before the rest of the party. 3.5 was only a game if everyone agreed not to exploit any of the worst min-maxing stuff, while 5e doesn't have anything even remotely like that. Automatically Appended Next Post: Eonfuzz wrote:A good example is the Barbarian, you could play as Conan the Barbarian, using your raw power of muscles. Or... Conan the Barbarian, using your raw power of muscles.
The level 3 archetypes are extremely bland too, and there are several levels of zero options for players to become invested with. Paladin's whole class feature for several levels is "+1 to AC".
Rule gak aside, 5e only really supports one overall genre of game - power fantasy.
Call it bland if you like but that makes it easier to balance, not harder as FezzikDaBullgryn was claiming. When all versions of a class are very similar and defined by roleplaying choices, not by mechanics, it makes things very predictable for the DM. You know what to expect from each class and you aren't going to have huge variations in power between different characters. That's far, far easier than 3.5/Pathfinder where you might have a level 10 wizard and a level 10 fighter but the fighter is effectively level 3 and the min-maxed wizard is effectively level 20. It's very difficult to design an encounter when anything that challenges the wizard instantly kills the fighter with splash damage and anything that the fighter can meaningfully engage with is instantly killed by the wizard before the fighter is even aware that combat is happening.
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This message was edited 1 time. Last update was at 2023/08/28 04:50:55
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![[Post New]](/s/i/i.gif) 2023/08/28 06:50:33
Subject: New meta watch data
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Dakka Veteran
Australia
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bored1 wrote: Eonfuzz wrote:Leo_the_Rat wrote:D&D was around long before Hasbro purchased the rights to it. 5e is still using most of the mechanics that came from 3.5 (a pre-hasbro era edition). So, I'm really not sure what the basis of your complaint is regarding the playability of 5e.
Hasbro has been a long time game making company and as far as I can tell neither a legal company (assuming you don't mean a fully incorporated entity) nor a gaming accessory manufacturer (again excepting accessory for the games that it owns). You may want to check U.S. history. I can't speak about Hasbro's Australian history.
Sorta kinda, it's an extremely watered down version of 3.5e with no flavour. New players and GMs would be far better served playing another system.
To clarify I'm not talking about the legal entity definition of Hasbro or GW, but the business plan and ethics of the companies in question. Specifically in the earlier comparison of 5e and 10th being similar.
The business plan and ethics of the company? i cant speak on GW too well...but what exactly do you mean with regard to Hasbro?
I mentioned it earlier, but...
- Sent the Pinkertons after a customer for receiving product early
- Attempted to revise an open source license the majority of tabletop companies were using, to force them to use their online ONE DND platform
- Lied to the community
- Trying to migrate all content to a "Walled Garden" content delivery network
- Anti-competition practices such as only allowing DND product on their online store / virtual tabletop
ThePaintingOwl wrote:FezzikDaBullgryn wrote:I have to say, I've never seen min maxing shenanigans or as many Warlock, Sorcerer/paladins as I have in this current edition.
Then you've had some exceptional luck with the people you've played older editions with and bad luck with your 5e players. 3.5 and Pathfinder had way more min-maxing possibilities than 5th, to the point where character optimization was less about "my character literally becomes God at level 1" and more about optimizing exactly how many minutes of time it takes in session 1 for your character to become God so you could get there before the rest of the party. 3.5 was only a game if everyone agreed not to exploit any of the worst min-maxing stuff, while 5e doesn't have anything even remotely like that.
Automatically Appended Next Post:
Eonfuzz wrote:A good example is the Barbarian, you could play as Conan the Barbarian, using your raw power of muscles. Or... Conan the Barbarian, using your raw power of muscles.
The level 3 archetypes are extremely bland too, and there are several levels of zero options for players to become invested with. Paladin's whole class feature for several levels is "+1 to AC".
Rule gak aside, 5e only really supports one overall genre of game - power fantasy.
Call it bland if you like but that makes it easier to balance, not harder as FezzikDaBullgryn was claiming. When all versions of a class are very similar and defined by roleplaying choices, not by mechanics, it makes things very predictable for the DM. You know what to expect from each class and you aren't going to have huge variations in power between different characters. That's far, far easier than 3.5/Pathfinder where you might have a level 10 wizard and a level 10 fighter but the fighter is effectively level 3 and the min-maxed wizard is effectively level 20. It's very difficult to design an encounter when anything that challenges the wizard instantly kills the fighter with splash damage and anything that the fighter can meaningfully engage with is instantly killed by the wizard before the fighter is even aware that combat is happening.
That still exists, there's obvious examples like Hypnotic Circle, Wish, Sleep, Teleport, Plane Shift, etc.
I'm not sure if you're a GM or not, but GMing 5e is awful. Every other system handles player engagement on the same level as 5e, but with more detail.
Your job as a GM in 5e is to write story, rules, magic items, item prices (lmao), ensure gold has a reason and use, etc.
Other systems simplify that further, by handing premade options for items, rules etc.
Also, side note. There's something endearing about Wizard-Gods in 3.5 and pf.
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![[Post New]](/s/i/i.gif) 2023/08/28 06:58:59
Subject: New meta watch data
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Locked in the Tower of Amareo
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Eonfuzz wrote: change without consideration for melee armies more or less reduced their damage output by half. Note how Orks are dogwater.
Change stops silly kongo lines OUT of combat. Kongo lined models not fighting in 9e so being forced to combat increases combat.
Also unlike 9e now you can attack targets you didn't charge so getting into combat is easier than ever.
What changed is no conga lines to do non-combat things
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/08/28 07:03:41
Subject: New meta watch data
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Longtime Dakkanaut
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I have found 5e easy to manage as a GM, and most every issue stands rather true for 3.5 as well.
Once some of the optional books are used I think it gets quite good as well.
But I do go back to 3.5 and even earlier as I have a fondness for it!
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![[Post New]](/s/i/i.gif) 2023/08/28 07:48:10
Subject: New meta watch data
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Fixture of Dakka
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Eonfuzz wrote:
That still exists, there's obvious examples like Hypnotic Circle, Wish, Sleep, Teleport, Plane Shift, etc.
I'm not sure if you're a GM or not, but GMing 5e is awful. Every other system handles player engagement on the same level as 5e, but with more detail.
Your job as a GM in 5e is to write story, rules, magic items, item prices (lmao), ensure gold has a reason and use, etc.
So.... My job in 5e is the same as it's always been? This isn't anything I haven't been doing since I was 11 years old. But you think 5e lacks options & depth? You should have a read through D&D Basic circa 1980.
And no, DMing in 5e is not awful.
Eonfuzz wrote:Other systems simplify that further, by handing premade options for items, rules etc.
Ah-ha! Here's the reason you think DMing 5es awful. You're not willing to invest any work into it.
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![[Post New]](/s/i/i.gif) 2023/08/28 07:59:35
Subject: New meta watch data
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Rogue Grot Kannon Gunna
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Eonfuzz wrote:That still exists, there's obvious examples like Hypnotic Circle, Wish, Sleep, Teleport, Plane Shift, etc.
That isn't min-maxing, that's just using basic core rulebook spells as intended. Min-maxing in 3.5e is literally "at level 1 my character becomes God with infinite stats". Or "since you banned infinite loops here's my character whose attacks literally require more D6s than have ever been manufactured in all of human history to resolve". There is nothing in 5e that is even remotely on that level.
Your job as a GM in 5e is to write story, rules, magic items, item prices (lmao), ensure gold has a reason and use, etc.
And to balance encounters. Tell me, how do you create a stealth-focused encounter for a party where the normal character has +3 to stealth and the min-maxed rogue has +60 to stealth? If the enemies can even attempt to roll dice against the rogue they will see the normal character even on a natural 1 and the party is caught, if the enemies are capable of failing to spot the normal character then the rogue can solo the entire encounter with no chance of failure. Or how do you create strength-based obstacles when the normal character has +2 strength modifier and the min-maxed character has +20? How do you set the AC of enemies when the normal character has +5 to hit with a single attack and the min-maxed character (after adding up a tedious list of modifiers) has +15 to hit with multiple attacks?
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![[Post New]](/s/i/i.gif) 2023/08/28 09:25:12
Subject: New meta watch data
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Dakka Veteran
Australia
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ThePaintingOwl wrote: Eonfuzz wrote:That still exists, there's obvious examples like Hypnotic Circle, Wish, Sleep, Teleport, Plane Shift, etc.
That isn't min-maxing, that's just using basic core rulebook spells as intended. Min-maxing in 3.5e is literally "at level 1 my character becomes God with infinite stats". Or "since you banned infinite loops here's my character whose attacks literally require more D6s than have ever been manufactured in all of human history to resolve". There is nothing in 5e that is even remotely on that level.
Your job as a GM in 5e is to write story, rules, magic items, item prices (lmao), ensure gold has a reason and use, etc.
And to balance encounters. Tell me, how do you create a stealth-focused encounter for a party where the normal character has +3 to stealth and the min-maxed rogue has +60 to stealth? If the enemies can even attempt to roll dice against the rogue they will see the normal character even on a natural 1 and the party is caught, if the enemies are capable of failing to spot the normal character then the rogue can solo the entire encounter with no chance of failure. Or how do you create strength-based obstacles when the normal character has +2 strength modifier and the min-maxed character has +20? How do you set the AC of enemies when the normal character has +5 to hit with a single attack and the min-maxed character (after adding up a tedious list of modifiers) has +15 to hit with multiple attacks?
Not minmaxing, but Wizard powers that just shut down encounters, or worlds.
Min maxing would be the boring sentinel build gak, or booming blade hexblade.
In any case, me saying 5e bad is because other systems exist that do what it does better. Pf2e has far tighter maths while also offering a plethora of options, that are bland in comparison to its pf1e options, while actually "balanced" in the grand scheme of things.
Honestly, my personal favourite games to play and run have been Shadowrun 5e, Call of Cthulhu and Traveller RPG. All of varying degrees of crunch.
CoC and Shadowrun have been the easiest to prep and design for (Build the world, the players do the rest) to the hardest 5e and Traveller RPG (You do everything).
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![[Post New]](/s/i/i.gif) 2023/08/28 09:33:53
Subject: New meta watch data
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Rogue Grot Kannon Gunna
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Eonfuzz wrote:Not minmaxing, but Wizard powers that just shut down encounters, or worlds.
And they did far worse in previous editions. The original claim was that 5e is harder for the DM to balance, the fact that it isn't perfect doesn't mean it isn't better than previous editions.
Min maxing would be the boring sentinel build gak, or booming blade hexblade.
Which are far less game-breaking than the min-maxing you could do in 3.5/Pathfinder.
In any case, me saying 5e bad is because other systems exist that do what it does better. Pf2e has far tighter maths while also offering a plethora of options, that are bland in comparison to its pf1e options, while actually "balanced" in the grand scheme of things.
Which is great, I'm glad you love those other games. But the original conversation you jumped into was about 5e vs. previous D&D editions. How other entirely different games handle things is irrelevant.
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![[Post New]](/s/i/i.gif) 2023/08/28 09:48:26
Subject: New meta watch data
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Dakka Veteran
Australia
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ThePaintingOwl wrote: Eonfuzz wrote:Not minmaxing, but Wizard powers that just shut down encounters, or worlds.
And they did far worse in previous editions. The original claim was that 5e is harder for the DM to balance, the fact that it isn't perfect doesn't mean it isn't better than previous editions.
Min maxing would be the boring sentinel build gak, or booming blade hexblade.
Which are far less game-breaking than the min-maxing you could do in 3.5/Pathfinder.
In any case, me saying 5e bad is because other systems exist that do what it does better. Pf2e has far tighter maths while also offering a plethora of options, that are bland in comparison to its pf1e options, while actually "balanced" in the grand scheme of things.
Which is great, I'm glad you love those other games. But the original conversation you jumped into was about 5e vs. previous D&D editions. How other entirely different games handle things is irrelevant.
Not really, the original claim was
"So basically, 5e bad because the GM has to write all the rules, explain it to all the players. While the "classes" themselves have literally zero distinction between themselves."
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![[Post New]](/s/i/i.gif) 2023/08/28 09:55:01
Subject: New meta watch data
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Fixture of Dakka
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ThePaintingOwl wrote: Eonfuzz wrote:That still exists, there's obvious examples like Hypnotic Circle, Wish, Sleep, Teleport, Plane Shift, etc.
That isn't min-maxing, that's just using basic core rulebook spells as intended. Min-maxing in 3.5e is literally "at level 1 my character becomes God with infinite stats". Or "since you banned infinite loops here's my character whose attacks literally require more D6s than have ever been manufactured in all of human history to resolve". There is nothing in 5e that is even remotely on that level.
Your job as a GM in 5e is to write story, rules, magic items, item prices (lmao), ensure gold has a reason and use, etc.
And to balance encounters. Tell me, how do you create a stealth-focused encounter for a party where the normal character has +3 to stealth and the min-maxed rogue has +60 to stealth? If the enemies can even attempt to roll dice against the rogue they will see the normal character even on a natural 1 and the party is caught, if the enemies are capable of failing to spot the normal character then the rogue can solo the entire encounter with no chance of failure.
Well 1st as the DM you make sure that you aren't providing enough loot to allow a character to achieve such a modifier.
Next? Let's assume Mr. Stealthy does have a very good chance to evade detection. You simply don't write an encounter/adventure where that characters abilities are all that's needed for success.
ThePaintingOwl wrote:Or how do you create strength-based obstacles when the normal character has +2 strength modifier and the min-maxed character has +20?
See above.
You also write in some means for lesser str characters to have a chance - provided they work together & are creative.
ThePaintingOwl wrote:How do you set the AC of enemies when the normal character has +5 to hit with a single attack and the min-maxed character (after adding up a tedious list of modifiers) has +15 to hit with multiple attacks?
Just a few ideas that've worked over the years....
You can provide enough enemies to keep the multi-attacker entertained.
You can (3x/ PF) make sure the multi-attacker has to regularly move to attack, thus often not getting Full Attack.
You can give solo enemies enough HP to accommodate the extra damage you know this character will do.
Oh, and of course keep an eye on the loot your providing. while characters can get a decent bonus from stats/class/feats, that doesn't mean I have to be providing more +s....
Same ideas apply to those spell casters.
1) make sure you're requiring & tracking spell components.
2) Divine casters receive their spell from {the gods}. So if you don't want them casting something? You're playing the gods who're grant those spells, so just don't grant it to them when they do their prep. If they object/question it? Well, they say "{God} works in mysterious ways"....
3) Wizards - they tend to gain new spells via captured spell books, scrolls, purchases, etc. So if you don't want x spell around? Guess what they won't be finding as treasure or for sale?
As for spells they get just by leveling up? You can reign this in a bit by having them declare at the beginning of a Lv what they're working on for the next time they lv. That way they aren't just gaining whatevers convenient atm.
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![[Post New]](/s/i/i.gif) 2023/08/28 09:56:00
Subject: New meta watch data
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Battleship Captain
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Have you tried not playing DnD?
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![[Post New]](/s/i/i.gif) 2023/08/28 10:01:40
Subject: New meta watch data
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Fixture of Dakka
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Who are you asking?
If me? Why would I do that? D&D (any edition save 4th) is great fun & I'm an experienced DM who knows how to control the lv of mayhem.
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![[Post New]](/s/i/i.gif) 2023/08/28 10:37:09
Subject: New meta watch data
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Fixture of Dakka
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ThePaintingOwl wrote:Karol wrote:yes right now you don't need multiple books. You just have one book, and it tells you what roll you get. Mods and re-rolls are just a bonus to the mechanic.
Yes, exactly. The focus of the game is on roleplaying not character optimization.
Must be nice to "roleplay" when your army was given stats and rules on regular characters better then other armies special characters. Now imagine doing role play with a space marine chapter master hiting on +4, with fewer attacks then a regular chapter master and an entire melee army having fewer weapon options then an eldar autarch. It just makes you want to leave those special characters (only source of above str 6 melee weapons in a melee army) at home. And then as a bonus your dudes, who supposably are copies of dudes from other kin books, somehow end up with once per game rules, when everyone else gets once per turn. It is as if an eldar farseer could turn a dice in to a 6, once per game. Although he would probably still be better, just by virtue of low cost. Automatically Appended Next Post: Well 1st as the DM you make sure that you aren't providing enough loot to allow a character to achieve such a modifier.
Next? Let's assume Mr. Stealthy does have a very good chance to evade detection. You simply don't write an encounter/adventure where that characters abilities are all that's needed for success.
I actualy seen this done at my old store. People were playing some not japan/not china RPG with samurai etc. One dude made some sort of sneaky spy/courter/ninja character and then the GM, made it so they fought goblins and demons all the time. The dudes with fighting samurai had ton of fun, while the courtier dude couldn't even run away, because he bought a ton of courtier stuff, which then he had to leave at the base, instead of a horse. So for 2 weeks I heard him being down or running away, and the third week he didn't turn up, and the player was replaced by one of the players sister. I only remember this because she was huge, a gigant of a woman and remember I went to a sports school, so big women weren't something I never saw in my life. Later found out she was part of the local hooligan clan, just like her brother.
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This message was edited 1 time. Last update was at 2023/08/28 10:42:35
If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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![[Post New]](/s/i/i.gif) 2023/08/28 10:56:17
Subject: New meta watch data
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Boom! Leman Russ Commander
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Karol wrote:
Automatically Appended Next Post:
Well 1st as the DM you make sure that you aren't providing enough loot to allow a character to achieve such a modifier.
Next? Let's assume Mr. Stealthy does have a very good chance to evade detection. You simply don't write an encounter/adventure where that characters abilities are all that's needed for success.
I actualy seen this done at my old store. People were playing some not japan/not china RPG with samurai etc. One dude made some sort of sneaky spy/courter/ninja character and then the GM, made it so they fought goblins and demons all the time. The dudes with fighting samurai had ton of fun, while the courtier dude couldn't even run away, because he bought a ton of courtier stuff, which then he had to leave at the base, instead of a horse. So for 2 weeks I heard him being down or running away, and the third week he didn't turn up, and the player was replaced by one of the players sister. I only remember this because she was huge, a gigant of a woman and remember I went to a sports school, so big women weren't something I never saw in my life. Later found out she was part of the local hooligan clan, just like her brother.
I'm not into DnD, but, that sure sounds like the DM was a douche from afar
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This message was edited 1 time. Last update was at 2023/08/28 10:56:48
40k: Necrons/Imperial Guard/ Space marines
Bolt Action: Germany/ USA
Project Z.
"The Dakka Dive Bar is the only place you'll hear what's really going on in the underhive. Sure you might not find a good amasec but they grill a mean groxburger. Just watch for ratlings being thrown through windows and you'll be alright." Ciaphas Cain, probably. |
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![[Post New]](/s/i/i.gif) 2023/08/28 12:25:24
Subject: Re:New meta watch data
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[MOD]
Villanous Scum
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This thread is not D&D discussion.
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On parle toujours mal quand on n'a rien à dire. |
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![[Post New]](/s/i/i.gif) 2023/08/28 12:48:40
Subject: New meta watch data
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Longtime Dakkanaut
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I tend to agree with ThePaintingOwl that keeping character power vaguely similar is a good thing - but the relevant thing is surely that in D&D the DM's word is law. If they can't control a game that's on them.
There have been people who argue the same should apply to 40k - and play with seemingly an ever expanding number of house rules to try and achieve that. But I feel its never really caught on. I think because there's a fundamental difference. If half-bird, half Drow Paladin-Sorcerers are overpowered/wreck the experience for everyone else you can just say no. Its harder to say no to a vaguely coherent Eldar/GSC/Custodes etc list. Not least because most people only have one army to play.
I don't think you should just go like a lamb to the slaughter then bemoan that fact - but equally, if you want games, you have to play what's there. You could try to have say Eldar players have to play with say 10% fewer points, but I'm not sure its a satisfying conclusion. Ultimately I feel people will just drift away. But the evidence of this seems admittedly thin at the moment, with plenty of 10th edition tournaments etc occuring.
I guess the interesting question will be how powerful the Tyranid Codex is. Although I suspect thinking that will relate at all to GW's next balance pass is hope over experience.
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![[Post New]](/s/i/i.gif) 2023/08/28 14:42:35
Subject: New meta watch data
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Arch Magos w/ 4 Meg of RAM
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Siegfriedfr wrote:
QFT
Special rules breaking core rules is one of the main gameplay problem with 40K.
while i agree with Karol on that specific comment, isn't every special rule "breaking core rules"? Automatically Appended Next Post: alextroy wrote:Wow. I read this and all I can see is a list of power gamer complaints:
I can't game charge and pile-in moves to gain extra movement, minimize contact, and control when I destroy a unit instead of actually fighting enemy units.Flying units no longer have the ability to fly infinitely high and must actually interact with terrain.The Cover rules are too liberal rather than too restrictive.Psychic weapons are weapons rather than an easy source of Mortal Wounds.I can't tweak my list down to the individual model level for maximum optimization.Yeah. I'll have to disagree with you on almost every point.
The fight phase is already the hardest to do stuff in since you need to reach the other unit, letting the player get free movement from it wasn't gamebreaking and certainly isnt now that most units hit like soft noodles.
The flying change gave everyone jump packs instead of jetpacks, which doesnt make sense with how some models actually move around (they are litterally flying over terrain, not jumping over it)
Cover is fethed IMO, GW just cannot do proper terrain rules since 8th (never played older editions so i cannot judge)
Psychic is only a downside tbh, it makes sense on characters that have "better than average" weapons, but why the feth do horrors have psychic weapons for example?
Not allowing players to choose between playing a unit barebones as a throwaway roadblock and forcing us to bring squads with maxed out loadouts (especially for stuff with mixed loadouts like skitarii/guardsmen/cultists) is completely stupid and goes against the core idea of 40k IMO. (Also, the image of a skitarii vanguard lugging around his arquebuse is so stupid in my mind)
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This message was edited 1 time. Last update was at 2023/08/28 14:50:32
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![[Post New]](/s/i/i.gif) 2023/08/28 14:55:38
Subject: New meta watch data
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Regular Dakkanaut
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VladimirHerzog wrote:Siegfriedfr wrote:
QFT
Special rules breaking core rules is one of the main gameplay problem with 40K.
while i agree with Karol on that specific comment, isn't every special rule "breaking core rules"?
There's a difference between bolted-on and baked-in. Sometime the higher level rules are designed to be altered by down stream rules. Other times a rule can be altered without a sense of how it effects the rest of the system. If you ever read a rule and immediately thought, "but how does this work when...?" and there's no way to find out without a FAQ from the designer, you're probably looking at a bolted-on rule.
Anyway.
Eldar win rates continue to climb in competitive events. A decent 4-1 Eldar player becomes an unstoppable 5-0 monster with this index. I think the whole meta is collapsing as people tech against elder and stop playing the bad armies. So you are seeing weird anomalies like Ork win rate spiking.
Automatically Appended Next Post:
VladimirHerzog wrote:
Cover is fethed IMO, GW just cannot do proper terrain rules since 8th (never played older editions so i cannot judge)
I generally don't think that the miniature production side controls the game design as much as some other people do, however....
I think the reason there are no rules for hills and forest terrain is that GW currently sells no hill and forest terrain kits.
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This message was edited 3 times. Last update was at 2023/08/28 14:59:44
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![[Post New]](/s/i/i.gif) 2023/08/28 15:01:27
Subject: New meta watch data
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Arch Magos w/ 4 Meg of RAM
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FezzikDaBullgryn wrote:I mean, I've played every edition from the literal white box to this one in 5th. I have to say, I've never seen min maxing shenanigans or as many Warlock, Sorcerer/paladins as I have in this current edition. I blame Matt Mercer. He took my nerd hobby and made it cool to all the norms. Now I have to cater to the power fantasy of some idiot literally creating Johnny Silverhand as a Archer/Monk. And yes, he wants his arm to function as a magic weapon that can block and deflect any melee attack. Or the new person who wants to play the.....vomit....Echoknight, that gets Misty Step as a free action.
Dude... warlocks are the coolest concept when it comes to the source of power for a magic user. I play them because theyre an edgy class, i have no fething idea if theyre supposed to be powergamey or whatever. Automatically Appended Next Post: tneva82 wrote: Eonfuzz wrote: change without consideration for melee armies more or less reduced their damage output by half. Note how Orks are dogwater.
Change stops silly kongo lines OUT of combat. Kongo lined models not fighting in 9e so being forced to combat increases combat.
yeah but now "engagement range" was nerfed, so good luck having all 20 boyz fight.
Automatically Appended Next Post: Karol wrote:
Must be nice to "roleplay" when your army was given stats and rules on regular characters better then other armies special characters. Now imagine doing role play with a space marine chapter master hiting on +4, with fewer attacks then a regular chapter master and an entire melee army having fewer weapon options then an eldar autarch.
youre replying to people talking about DnD, not 40k Automatically Appended Next Post: CaulynDarr wrote:
I generally don't think that the miniature production side controls the game design as much as some other people do, however....
I think the reason there are no rules for hills and forest terrain is that GW currently sells no hill and forest terrain kits.
i shouldve expanded that to the whole " LoS + terrain interaction" really, 40k is sooo janky with its LoS rules and i think bad cover rules is just a result of that
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This message was edited 3 times. Last update was at 2023/08/28 15:15:04
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![[Post New]](/s/i/i.gif) 2023/08/28 16:28:40
Subject: New meta watch data
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Ancient Venerable Dreadnought
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Sim-Life wrote:Have you tried not playing DnD?
Yup, haven't played dnd since AD&D 2nd and am looking to see how long I can make that streak go....
I thought this thread was about 40k...guess I am mistaken.
If I want to hear people bitch about DND, I'd actively go looking for it IN A DND FORUM!!!
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![[Post New]](/s/i/i.gif) 2023/08/28 16:40:41
Subject: New meta watch data
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Swift Swooping Hawk
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alextroy wrote:Toofast wrote:Actually 9th edition, but with the stratagems from 10th, would be infinitely better than what we have right now. The charge/pile in rules are made to punish CC armies even more, flight movement is dumb because now a flying model can't even get on top of a tall building so they aren't actually flying any more, cover rules are a head scratcher where a unit out in a wide open field gets cover from an enemy inside a house if 1 guy in the shooting unit has a window frame in his view, psychic models don't actually do anything different except it says "psychic" next to their guns, tweaking a list is impossible because you can't just drop 1 guy or 1 special weapon from a squad... I have no idea what they were thinking on most of the changes from 9th to 10th. Less stratagems/ CP is the only change I actually like.
Wow. I read this and all I can see is a list of power gamer complaints:
I can't game charge and pile-in moves to gain extra movement, minimize contact, and control when I destroy a unit instead of actually fighting enemy units.Flying units no longer have the ability to fly infinitely high and must actually interact with terrain.The Cover rules are too liberal rather than too restrictive.Psychic weapons are weapons rather than an easy source of Mortal Wounds.I can't tweak my list down to the individual model level for maximum optimization.Yeah. I'll have to disagree with you on almost every point.
In the abstract, maybe your point makes some sense, but we have the context of 10th edition to use:
Melee sucks
Fly is irrelevant
Psychic sucks and is irrelevant
Writing lists sucks
...pointing that out makes you WAAC? Huh?
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![[Post New]](/s/i/i.gif) 2023/08/28 16:50:01
Subject: New meta watch data
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Locked in the Tower of Amareo
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So psychic sucks because gw made it completely reliable.,.
Okay so by your logic if you need to roll 6+ on2d6 and opponent can deny psychic is suddenly better?
Curious logic. But i'm sure your opponents are happy to allow you to do that for your units
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This message was edited 1 time. Last update was at 2023/08/28 16:50:37
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/08/28 17:13:02
Subject: New meta watch data
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Boom! Leman Russ Commander
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Playing the older rules, I find that having psychic abilities likely to fail or even hurt the sorcerer is cool, maybe not gameplay wise, but that suit the idea of how dangerous it is to tap into littéral hell to spawn a power.
However at the core, psychic attacks are most of the times just a shooting attack of sorts, so gameplay wise it sounds silly that you risk killing yourself to shoot a heavy bolter.
Don't know where to stand on this in the end. Probably more for the first aspect, it's wanky at time but as a narrative player it's more fun.
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40k: Necrons/Imperial Guard/ Space marines
Bolt Action: Germany/ USA
Project Z.
"The Dakka Dive Bar is the only place you'll hear what's really going on in the underhive. Sure you might not find a good amasec but they grill a mean groxburger. Just watch for ratlings being thrown through windows and you'll be alright." Ciaphas Cain, probably. |
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