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| #1QwertyAzertyMay 12, 2015 7:06:34 | I know that since the playtest, WotC have been saying that magical item are not mandatory in 5e, they are simply a nice bonus, and if you have one it should be special and cool etc....
But how "optional" is a magical item in the actual 5e we are playing? When we are hearing that a good DM should give opportunity to everyone int he party to *shine* Everyone should have the opportunity to be usefull in the party. Already this concept fails when you are mixing together optimizer with RPer who want to RP mental dificient character
Next season we'll go fight demons.
So are you telling me that all the halfling rogue archer out there won't feel useless when there damage will be half, while the wood elf archer using a longbow+1 will do full damage? then the monk attacking with his fist pass level 6 will do full damage? then the fighter with Hew, Talon, Hazirawn, generic longsword+1, trident of warning, Mace of disruption etc... will deal full damage (not even talking about the magical bonus of +2d6 necrotic damage from Hazirawn or the disruption ability of the mace of disruption)
How can we say that magical item are not mandatory when the main enemies that we will be fighting will have resistance to non magical damage?
Yes true, the rogue will still deal half damage, so technically he don't NEED a magical weapon, he can still kill the demon, but how will that rogue feel when the paladin with his greataxe will come and use divine smite to make his weapon magical and strike the demon dealing 3d6+1d12+5 damage and deal full damage, and the rogue will come and do his 3d6 (sneak attack)+1d8(rapier)+5(dex) and deal half damage? How will he feel when even the sorcerer cantrip deal more damage then his sneak attack?
Also true that we are working as a TEAM, so if the paladin and the sorcerer can do good damage and kill the demon the rogue can sit around and wait?? but where is the fun in watching the paladin and sorcerer do all the fights?
and also true that the archer hafling rogue, even if useless in combat (since he's dealing half damage) can still be very usefull out of combat (by unlocking the door and disarming the trap) but many player like the combat system. Already the rogue is one of the weakest combatant in the PHB classes(even when allowed to abuse hide/sneak attack mechanics) do we really need to nerf him even more by not giving him any magical item options?
I'm not asking to remove the damage resistance from the demon, I'm just wondering if magical item are really "optional" or if they are not mandatory. and if they are mandatory how should we make sure that the fighter and the rogue got decent chance to be able to get the item they need (at least a magical weapon +1, or even a magical weapon without any bonus, just consider as magical) |
| #2PauperMay 12, 2015 8:09:18 | At what point did 'dealing damage' become the only way for a character to 'shine'?
And for the record, in prior adventures where a monster might have problematic resistance, there's almost always been a way within the adventure for someone to get around it.
For example:
Show In DDEX 1-3, the party might run into a devil, so a silver hand-axe is made available to a member of the Order of the Gauntlet 'just in case'. |
| #3SkerritMay 12, 2015 10:24:33 |
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| #4QwertyAzertyMay 12, 2015 10:58:41 | still looking for the halfling archer way to fight the demon, and forcing the halfing archer to go in melee is not a good way, if the player want to play an archer, he donT' want to do an entire season in melee, yes forcing a archer to go in melee from time to time is realistic and necessary, but an archer shoul dbe allowed to be an archer most of the time. The imp in that module got very low HP and is not mandatory fight, and even with resistance he still easy to beat without the weapon.
and true damage is not the only way to shine, but I'm pretty sure all those halfing archer will appreciate to be able to shine as an archer, not just as the thief who hide beind the fighter and can unlock the door once the big scary demon are gone. |
| #5KalaniMay 12, 2015 11:07:28 | Small archers are lacking in magical weapons. No arguments there. At present, their only options are a handful of magic daggers, and a single magic spear in HotDQ (Tier 2). Once thrown, such characters are bereft of their magic item (unless they happen to be an EK, in which case they could throw the item once/round and recover it as a bonus action).
That is, unless they are willing to suffer disadvantage on each attack roll - in which case they have their choice of 3 +1 Longbows |
| #6imaginaryfriendMay 12, 2015 12:37:51 | Why would AL encounter design need to compensate for a player pigeon-holing their character? Why would we promote and reward one-trick pony PCs. If a character has no way to be an asset (either mechanically or RP wise) unless the encounter is tuned for his/her optimal mechnical playstyle, I am fine with them learning the hard way that it pays to be flexible and able to roll with the punches.
I agree though, that in situations where a table, players and DM, find themselves unable to move beyond mentalities like "We must Alpha Strike this encounter" or "I must kill PCs" on the DM's side, magic items do quickly seem mandatory. I think the solution to that issue cannot be found by changing magical item distribution, Even if it is a lot easier than effecting mentality change.
I for one appreciate the attempts that the AL seems to be making to move organized play away from being checkers
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| #7abanathieMay 12, 2015 12:40:59 |
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| #8imaginaryfriendMay 12, 2015 12:56:09 |
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| #9abanathieMay 12, 2015 12:58:56 | Personally, I think there are some very simple solutions to this problem that are being overlooked by the community. I've detailed one of my solution in another thread, maybe a couple of other threads; it's hard to remember. I'm relunctant to keep putting the same idea forward in every thread though... |
| #10BRJNMay 12, 2015 13:44:29 |
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| #11KalaniMay 12, 2015 14:05:29 | Its not just magic weapon. Characters have several different ways to gain a "temporary" magic weapon with which to overcome resistance including (but not limited to):
Features
Spells
I am sure there are others, but none come to mind for me at this moment. |
| #12MirtekMay 12, 2015 14:11:19 |
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| #13Coredump00May 12, 2015 14:22:50 | Let me see if I understand.... this thread opens with an extended rant about creatures that PCs may encounter in adventures that have not been written, for a season that has not started. But yet we are somehow supposed to be sure that it will just be filled with all kinds of wrong...??
Yes, some encounters will work better for some PC builds....other encounters will *not* work as well for some PC builds. If your desire is that all builds must be able to shine equally in every and all encounters.... well I hope the *don't* take your advice, since I would find that a much more bland and uninteresting game.
A few weeks ago, our Bard was clearly the MVP. Two weeks ago my Paladin got the 'perfect set up' for an encounter, and was clearly the star. The Rogue has often been able to save our butt on various occasions. The Archer is made of win against zombies. etc etc. But against a scarecrow..... take all day to kill it. Other times, the Paladin just gets in the way and Dodges. I have seen the Bard go from MVP to nothingburger from one encounter to the next.
This is why you travel with a team, and not solo.
It is also why it is good to have back up abilities or ideas. Maybe you have a magic dagger you can use. Maybe you try and Help the guy doing a ton of damage. Maybe you can grapple. Maybe you just get in the way and absorb some damage to keep the others alive a bit longer.
And that halfling rogue crossbow expert has been getting way more than his share of the spotlight already. If there are a few encounters where he isn't the top damage dealer... I am sure he will survive.
As mentioned, there will likely be lots of non-demons availble to attack, and lots of non-combat options also. You seem to be focusing on a part of a part of a part of the game... and declaring that the sky is falling.
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| #14PauperMay 12, 2015 15:10:13 | Coredump has the right of it -- if everybody gets to be the 'star' in their turn while running AL adventures, then the designers are doing something right.
Just because a halfling archer might not be able to deal with devils, that doesn't mean there are no encounters for him to shine in.
-- Pauper |
| #15OraibiMay 12, 2015 23:52:22 | I'd suggest for now that you wait and see, because the problem may not actually occur as definitively as you think it will. We haven't seen any of the adventures yet for Season Three.
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| #16QwertyAzertyMay 13, 2015 5:24:39 |
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| #17MaximumPainMay 13, 2015 6:32:06 | Its already happened this season. |
| #18grendel111111May 13, 2015 7:47:19 |
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| (Reply to #18)Coredump00 |
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| #20BRJNMay 13, 2015 13:46:24 |
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| (Reply to #20)QwertyAzerty |
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| #22spinningdiceMay 14, 2015 7:18:22 | I thought resistance only halved damage, which is a step up from needing magic weapons to hurt it at all (or even having D&D3 style DR10) how is that different from any other encounter where a character happens to not be carrying the correct gear? |
| (Reply to #22)Pauper |
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| #24MaximumPainMay 14, 2015 8:06:04 | Resistant monsters makes the game more interesting requiring players to think outside the hack and slash box. If everyone has a way to defeat them or normalize them then having resistent monsters is pointless.
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| #25QwertyAzertyMay 14, 2015 8:11:50 |
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| (Reply to #25)Pauper |
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| (Reply to #26)QwertyAzerty |
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| #28SkerritMay 14, 2015 8:52:38 |
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| (Reply to #28)QwertyAzerty |
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| #30AinulindalionMay 14, 2015 10:45:04 | First note: Damage resistance is part of the challenge of the monster. It's included in their challenge rating calculation. Resistance to all non-magical weapon damage probably raises the challenge rating by one level all by itself.
Second note: There are a total of four (4) monsters in the MM with immunity to non-magic weapon damage at CR 10 or below, if you ignore the ones that can be overcome by silvered weapons. Of those, 1 is good aligned, and the other 3 can be overcome by adamantine weapons (which are functionally 'magical' since there is currently no way to get them).
If you raise the limit to CR 15, the list increases to a grand total of 6 monsters. Of the remaining monsters (all 6 of them) with immunity to non-magical weapon damage, four (4) of those are over CR 20.
Show
* Immunity can be overcome by adamantine weapons ** Immunity can be overcome by silvered weapons |
| #31QwertyAzertyMay 14, 2015 11:14:16 | What are you trying to say Ainulindalion? next season is about demons, and there is a total of 0 demon who got a weakness towards silver. I don't care about the tarrasque, the probablylity that the tarrasque will be seen without season 3 are near 0%.
Well if everyone don't care about all those NPC who will do half damage against the main monster type in season 3, then fine, but don' t start a huge deal about it like your all doing with the Arcane Banishment Edict that is currently happening at the moments. and when the new players coming from the MMORPG world where DPS is the most important stats and feel useless because they do 5 damage while everyone else do 10 and quit the game, don't ask yourself why.
I'll be laughting casting spells with my arcane caster who will finnaly be out of Mulmaster. |
| #32Coredump00May 14, 2015 11:44:33 | Qwerty, I am not sure why you keep posting questions when you never want to hear answers....
You are making lots and lots of assumptions...
1) You are assuming that all of the big fights will be against Demons. Tyranny of Dragons only had a few dragons in it. I have only played in 1 EE module so far... but the big fight was not against an Elemental. 2) You are assuming that the big fight that contains a demon will *only* contain a demon. There could easily be other supporters there. 3) You are assuming that every character needs to shine during the big fight. Perhaps they shined getting there. Killing the drow in the way, or unlocking doors, or sneaking and scouting, or..... 4) You are assuming that none of the EE adventures will have magic shortbows, or scrolls/potions to compensate. 5) You are assuming that every character should be able to bypass a creature's resistance.. If so, why bother giving any creature resistance? 6) You are assuming that the only way for a character to shine is to deal a lot of damage.
My Paladin is really crappy at ranged combat.... should I get made about every encounter that has flying creatures, or creatures at a distance? Last night we faced a Helmed Horror..... most of us didn't have a magic weapon. OH NOES!!! so we killed it by doing half damage attacks.
Now, if the adventure was to actually travel *to* the abyss and fight demons.... there might be a problem with a lack of magic weapons. But that is not what is happening. You are traveling to the underdark, and are likely to run into some demons there.... A *few* PCs may only do 1/2 damage to those few demons you come across..... so no, I don't see a problem. |
| #33KalaniMay 14, 2015 12:55:42 |
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| (Reply to #27)Pauper |
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| #35abanathieMay 14, 2015 13:40:24 |
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| #36KalaniMay 14, 2015 13:49:04 | Given how vocal the forum minority is - I would have expected people to complain about resistance in HotDQ if it was even a hypothetical problem. There are threads which debate hypothetical corner cases vehemently even though they are unlikely to ever occur |
| #37abanathieMay 14, 2015 13:54:20 | I've complained about the Slaad; just not here on the forums. I don't see a large number of the minority here on the forums; so, it may or may not be a representative minority. |
| #38QwertyAzertyMay 15, 2015 5:29:47 | Like I said if a minority of the fight have resistance, (like the helm horror in HotDQ) it's fine, like you said it's show how powerful magic weapon are and when you give the player a weapon+1 instead of a disapointing sight because it,s just a bring +1, they are very happy to be able to to full damage on that helm horror.
Where I am saying there is a problem is if the majority of the fight have resistance while the party lack magical item, specially in AL where you cannot garantee that everyone reaching tier 2 will have a magic weapon. |
| (Reply to #38)Coredump00 |
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| (Reply to #39)Skerrit |
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| #41QwertyAzertyMay 15, 2015 8:30:57 | I'll remind you guys that I started this post with simply asking a question: Does magical item are mandatory, in the view point that we are about to face a season advertise as being demon invading the underdark. -demon have physical resistance to non magical weapon. -Magical weapon are extremly rare, (and range option for small character are non existant) -doing half damage in most fight can become tedious. -Season 3 will be demon centric (demon centric DO NOT MEANS that we fight only demon, it just mean that demon will have an important role in the story arc, maybe Drizzt's will kill all the demon and the PC will simply run around closing portal and killing humanoid wizard, but demon will play an important role in the story line)
Now if people make the ASSUMPTION that they will be few demon in the demoninc season, or that in season3 their will be more magical weapon avaialable it's fine but they are just assumption just like MY assumption. it's an assumption just like my assumption that they,ll be many demon in the demonic season is an assuption. but it do not change the fact mentioned earlier.
This question is to spark a discussion, not a debate. |
| #42Mommy_was_an_OrcMay 15, 2015 9:14:25 |
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| (Reply to #42)Pauper |
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| #44BRJNMay 15, 2015 14:25:57 |
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| #45abanathieMay 15, 2015 14:38:25 |
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| (Reply to #41)Coredump00 |
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