Saves are to low at high levels.

Post/Author/DateTimePost
#1

Ahglock

Sep 20, 2014 12:16:54

I think saves you are not proficient in get to weak as you level. Initially you have a decent chance to make a will save. But at high levels and they are like DC 19 and you still are +0 at it. 

 

Im thinking that you should get your proficiency bonus to all saves and have advantage in the saves you are trained in. Monsters should get similar bumps in saves.

 

What do you think of this as a house rule?  He'll maybe errata when people start playing high level games more. Other than minor nitpicks and a wish that you got feats and stat bumps it's my only real complaint. I find the game well balanced otherwise for a launch. 

 

 

 

 

#2

arderkrag

Sep 20, 2014 12:38:44
If it works for you, great. I think that you should be almost guaranteed to fail some things at higher levels.
#3

Huntsman57

Sep 20, 2014 12:46:03

3.5 was similar, and it was one of my critiques of the game. Either you were almost assured to make a save or you have very little shot of doing so.

 

In my own 3.5 homebrew I assigned players an extra point to improve the save of their choice every few levels, along with a bonus point that had to be put into the char's primary save every few levels. This made is so, by 20th level, the char's saves could look very much like they did in the 3.5 normal way of doing things, but if the player preferred, the saves could be much more evened out.

#4

Zardnaar

Sep 20, 2014 13:15:57

Huntsman57 wrote:
#5

mcintma

Sep 20, 2014 13:30:57

I think the idea was to nerf spells, and give very few spell slots to casters - having done that, the spells should actually work at a respectable clip (> 50%?)

 

In other words, your spells might be tougher to save against vs. 3e - but many spells allow a save every round now, and again casters have like 1/4 the slots of spells level 6+ as 3e. So they'd better have a good chance to have an effect.

 

Frankly, I'm worried about casters at high levels. Your 1 spell per day of levels 6+ gets saved against, resisted, misses, or whatever, and you're maybe using low level spells against legendary monsters etc Haven't played high level so not sure. Can say that casters are AOK at lower levels I've played.

#6

Zardnaar

Sep 20, 2014 13:37:10

mcintma wrote:
#7

Huntsman57

Sep 20, 2014 13:43:02

I've never cared for using spells that are 1 shot either it works or nothing happens, particularly when the spell is single target. I'd prefer to buff my party and deal damage to the enemies...activities that always have an impact. Now in 5E, with so many of these spells allowing the target to attempt a renewed save every round after having failed the save...I don't see why anyone would take such spells. They strike me as almost a waste of a spell slot.

#8

Llenlleawg

Sep 20, 2014 13:49:21

Ahglock wrote:
(Reply to #6)

mcintma

Zardnaar wrote:
#10

AaronOfBarbaria

Sep 20, 2014 13:54:22

The effects of failing a save have been, generally speaking, reduced - thus making it not as significant of an "issue" that non-proficient saves become more difficult to succeed at.

 

I think that it would require playing at high level for a prolonged period of time to see for sure if there is an actual problem to fix, or if it just looks like a problem on paper.

#11

Zardnaar

Sep 20, 2014 14:18:15

AaronOfBarbaria wrote:
#12

spelley

Sep 20, 2014 14:25:13
I think it is supposed to encourage boosting more stats instead of having dump stats. I would add 1/2 Proficiency to non-proficient saves otherwise if you are worried about low saves.
#13

Tony_Vargas

Sep 20, 2014 14:36:10

Zardnaar wrote:
#14

Zardnaar

Sep 20, 2014 14:43:13

Tony_Vargas wrote:
#15

Thank_Dog

Sep 20, 2014 15:19:52

Oh no, the PC's aren't invulnerable to high level monster attacks. Whatever are we to do?

#16

Rhenny

Sep 20, 2014 16:15:08

I think Ability boosts and the Resiliant Feat can alter saves for those who are concerned.  Also, Shield Master feat will grant +2 to Dex save if it can be blocked by a shield, and Mage Slayer will grant advantage vs. spells against a casting foe within 5' of the PC.

 

Then there are the spell and class abilities that help so if you have a bard (bardic inspiration), cleric (bless) or paladin (aura of protection is awesome), saves can easily be augmented with spells and abilities.

 

I think they are low to encourage interesting decision making within a party.

#17

Tony_Vargas

Sep 20, 2014 16:22:26

Zardnaar wrote:
#18

The_Jester

Sep 20, 2014 16:06:21

I'll see what happens in play. Lots of classes, items, and feats might help but be missed.

And, realistically, it's only a problem for a small percentage of the game experience (high level) that most people won't reach. At high levels, when the spellcasters use their big spell, most creatures should fail.

(Reply to #10)

Azzy1974

AaronOfBarbaria wrote:
#20

Thank_Dog

Sep 20, 2014 16:44:06

I think this will be mostly a problem for people who start at a high level rather than having gotten there through play. These types of issues will be mitigated by player choices as they level. There are more than enough options within the game at the moment to counter this, it simply requires choosing those options in the first place. A group that starts at high level, however, will have a tendancy to create their characters in isolation and optimise their character for one particular aspect, rather than making them more well-rounded for a better, party-oriented, play experience.

#21

Zardnaar

Sep 20, 2014 17:06:51

Tony_Vargas wrote:
#22

FFSAA

Sep 20, 2014 21:04:43

Huntsman57 wrote:
#23

Tony_Vargas

Sep 20, 2014 21:35:52

FFSAA wrote:
#24

arnwolf666

Sep 20, 2014 21:52:27

I have thought about doing something similar.  I was thinking about having everyone proficient in all saves, and the only difference being the ability score modifier.  Then I was going to change the DC for effects to be 10+proficiency bonus + ability score modifier.  I will not try something like this until I have played the game as is for a few character from 1st to 20th level.  But such a system is tempting to me.

(Reply to #11)

AaronOfBarbaria

Zardnaar wrote:
#26

FFSAA

Sep 20, 2014 22:28:51

Tony_Vargas wrote:
#27

Keendk

Sep 20, 2014 23:37:55

Llenlleawg wrote:
(Reply to #27)

UngeheuerLich

I ran the numbers, and without magic items, 3.5 saves and 5e saves yield similar success chances for good and bad saves against the highest level of spells at most levels.

 

The difference i however the function the saving throw plays:

 

In 3.5 it could be one missed save and you are either dead or out of the game for a while. The duration usually a function of the caster level. Damage spells were usually worthles, because they were low damage on average, especially on a successful save..

 

In 5e you are expected to fail your save against a spell. Usually every save or suck spell allows a saving throw every round. Duration does not scale by caster level directly, damage does not scale directly too. Damage and duration scales with your save DC. A fireball from a level 20 caster is just harder to resist for people not proficient in dex saves. A hold person spell is so hard to resist that it may stick for a few rounds before breaking.

 

If that Idea works out as expected... we´ll see. At low levels it works fine.

 

Oh, don´t forget concentration mechanic. You can easily break some debuffs by attacking the caster.

 

#29

Uchawi

Sep 21, 2014 4:40:25

Whether saves are good or bad, I would prefer all the classes have abilities that require saves, in addition to attacks. And the amount of those types of abilities (saves or attacks) increases with level. That way the playing field is leveled and each class has interesting choices to make. That alone with increase the tactical depth of the game.

#30

Brock_Landers

Sep 21, 2014 4:53:20

Uchawi wrote:
#31

Ahglock

Sep 21, 2014 8:07:41

Thank_Dog wrote:
#32

mellored

Sep 21, 2014 9:42:36

I agree that it should be +1/2 to your non-proficenct saves.

 

A level 20 barbarian should be slightly harder for a level 1 wizard to charm.

#33

Slyck314

Sep 21, 2014 10:30:07
Doesn't the Barbarian have a class feature, something like mindless rage, tyat helps him against enchantments. At higher levels the party will have a wealth of class features and and buff spells, like Bless and Aura of Protection, that will help protect them.
#34

mellored

Sep 21, 2014 11:07:53

Slyck314 wrote:
(Reply to #6)

DsEtAoTrHm

Zardnaar wrote:
#36

Tony_Vargas

Sep 21, 2014 13:50:59

Brock_Landers wrote:
(Reply to #36)

Ashrym

Tony_Vargas wrote:
#38

edwin_su

Sep 21, 2014 14:08:49

arderkrag wrote:
#39

Zardnaar

Sep 21, 2014 14:14:02

DsEtAoTrHm wrote:
#40

DaveDash

Sep 21, 2014 15:19:54
Not really. I've ran some high level combats. Most save or else spells require concentration, and thus have a hefty price attached to them. As a Cleric for example you cannot buff and debuff at the same time. Also if you get so much as tickled you're likely to break concentration (warcaster and resilient feat help). The only spell that's really a problem is bestow curse as a level 5 spell. That doesn't require concentration and can be quite nasty at effectively stunlocking low wis mobs.
#41

Lawolf

Sep 21, 2014 19:00:14

Your typical level 20 fighter will run away from a CR 17 red dragon forever. DC 21 fear, no proficiency, and an 8-10 wisdom for a typical fighter means you can never succeed at your save. They will also never make a Dex save vs the Dragon's breath. 

 

If you take a specific feat for proficiency in wis saves, your chance to save is still only 35%. This means the dragon easily incapacitates you for the whole combat. Basically, that feat becomes a feat tax and still provides only a very small amount of protection against high level effects. 

 

Oh, and the fighter design goals said they were suppose to be good at resisting magical effects. Clearly working as intended...

(Reply to #41)

DaveDash

Lawolf wrote:
#43

MechaPilot

Sep 21, 2014 20:24:30

DaveDash wrote:
#44

Granville7482

Sep 21, 2014 20:28:20

What Lawolf said.

 

You will not see many level 20 Fighters with a wisdom outside of the 8-10 range.

 

A halfing Fighter gets Advantage on the fear save.

 

Paladin level 10 has a 10 Foot fear immunity aura effect.

 

The breath weapon; If you have Shield Master and Resilient (Dexterity) Feats, you might make the roll, depending on your Dexterity mod.

 

Resilient (Dexterity) feels like a Feat tax for Shield Master.

 

Lucky....never go level 12+ without it.

#45

Lawolf

Sep 21, 2014 20:48:22

Granville7482 wrote:
#46

Saelorn

Sep 21, 2014 20:50:49

MechaPilot wrote:
#47

Tashiro

Sep 21, 2014 20:59:27

Ahglock wrote:
#48

DaveDash

Sep 21, 2014 21:16:05

Saelorn wrote:
(Reply to #41)

Slyck314

Lawolf wrote:
#50

RCanine

Sep 21, 2014 22:32:32

Granville7482 wrote:
#51

Lawolf

Sep 21, 2014 22:50:59

RCanine wrote:
#52

Ashrym

Sep 21, 2014 23:58:13

I disagree that spending ABI's on WIS when it's not a primary stat is a waste if a person is worried about saving throws.  That sounds like it's an investment to fail less saving throws.  Also, the figher isn't going to run away from dragon fear.

 

 

From Pg 8 of the DMG PDF under Adult Red Dragon:

 

Frightful Presence: Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.

 

 

From Pg 290 of the PHB under Appendix A: Conditions:

 

Frightened
• A frightened creature has disadvantage on ability
checks and attack rolls while the source of its fear is
within line of sight.
• The creature can’t willingly move closer to the source
of its fear.

 

 

This doesn't shut down anyone.  This prevents movement and means a reliance on ranged tactics, and disadvantage on the attack rolls at worst.  The running away part seems to be removed.  The young green dragon doesn't even have frightful presence.  There are many ways of removing disadvantage or the frightened condition.

#53

Ramzour

Sep 22, 2014 1:03:56

I came here to read some actual playtest feedback for why saves are too low at high levels.

 

Instead, all I see are the same people shouting out white-room assumptions and theorycrafting nonsense.

 

Oh well, maybe next time.

#54

MykeSchultz

Sep 22, 2014 2:11:58

Prima facie, there is an obvious problem with saving throws at high levels. There is no playtesting because nobody is high level yet, and very little playtesting has been done at high levels. Thus, theorycrafting is the next best way to playtest.

My take on the whole situation is, that since the possible problem is so obvious (I'm mathematically inept and even I see the problem) I have to believe that the designers put in enough controls/counterbalancers to where it is actually not a problem (or will). But perhaps I'm showing too much faith?

But I'm feeling a little better about it, because the effects from failing saves doesn't seem all that bad, a lot of the times.

(Reply to #41)

AaronOfBarbaria

Lawolf wrote:
(Reply to #41)

arnwolf666

Lawolf wrote:
#57

Arithezoo

Sep 22, 2014 4:58:01

Ramzour wrote:
#58

Sorxores

Sep 22, 2014 6:23:33

Ahglock wrote:
#59

Ramzour

Sep 22, 2014 6:30:26

The only real "problem" here is the assumption that people are making that it IS a problem. That is to say, the "problem" is only a "problem" because people keep using the word "problem". The 5e system is different than the ones that came before it, and people seem to forget that. Maybe instead of assuming that the system is faulty, we assume that the system is designed to work as intended. Maybe the "problem" isn't a "problem" at all, but the intentional design of the Saving Throw system. 

 

The 5e Saving Throw system says the following things:

  • You get better at resisting harmful effects (i.e. succeeding on Saving Throws) by your natural talents (Ability Scores) and specific training (Save Proficiency).
  • Your harmful effects are harder to resist (i.e. Save DC's are higher) due to your natural talents (Ability Scores) and specific training (Proficiency).

So, if you don't have any natural talent or specific training in resisting a particular effect, then you are not going to be particularly good at resisting the effect. Makes the most sense, really!

 

Now what about higher levels, you ask? In previous editions there was a level-scaling bonus for all of the saves, so you had a higher chance of succeeding at saves as you leveled up. This edition does it differently, however. The only thing that scales at every level is your hit point maximum. Higher level creatures have more hit points, and thus, are harder to kill (or otherwise incapacitate). With no natural talent or training to help you, it is expected that you fail more saving throws, even at high levels. This is a result of Bounded Accuracy. Higher level creatures don't suddenly become immune to level 1 creatures. They do, however, have a LOT more capability to defeat their foes, and have the hit points to survive without hardly taking a scratch.

 

Example: In a recent 5e game, the party Cleric cast Hold Person on one of the BBEGs, who failed the save and became paralyzed. The party Rogue Assassin wanted to 1-shot the BBEG from across the room with a Critical Sneak Attack Arrow, and rolled his attack. The BBEG, however, had enough hit points that even a critical sneak attack arrow wasn't enough to 1-shot it. The BBEG made his re-save the following round and the battle resumed. The BBEG took a lot of damage while paralyzed, sure, but he had the hit points to survive and keep on fighting for a few rounds more. That's exactly how 5e is designed to work, and it's working just as intended.

#60

Zardnaar

Sep 22, 2014 6:49:52

NPC spellcasters are kind of rare though.

 

 Putting theory crafting aside if you do use a large amount of spellcasters the PCs are in big trouble. Using the encounter guidelines RAW things like level 1 acolytes casting Bane can really ruin a PCs day. The priest has spells as a 5th level cleric but is only CR3.

 

 My PCs are blowing saves a lot as well even their good ones. A spell like slow or hypnotism has TPK written all over it. It is actually worse than 3.5 as spell DCs were not a major problem there until maybe the highest levels and it depended on various factors.

 

 Its not quite as borked as min/maxed 3.0 or high level powergaming in 3rd ed but for the most part it is bad. PCs rarely leave home with lower than 12 wisdom, cha and int are the dump stats they are using. We almost had a TPK due to the Drow in LMoP using Faerie fire on us due to his mooks. For the most part you seem to have a 1/3 chance of failing a good save, 50/50 on an ok to meh save and 60%+ on bad saves and all saves at higher levels that are not a good save. It is also will saves that are the killer, dex and con saves are "only" more damage. Anarae my light cleric was reduced from 28 hp to 0 from a fireball in LMoP as well along with 2/5 of the party and everyone else was more or less dead. 0hp is inconvenient, will saves and being paralyzed or KO are the new eep effects. 

 

 AD&D may have got this one right. The care bear healing you kind of need because you would be dead without it. In combat healing seems poor as well, outside combat a bit to generous. Its like fire and ice. Its so over the place it makes things hard. 

 

 

#61

Kravell

Sep 22, 2014 7:41:02

I have run D&D 5E when I converted D&D Next over at 14th and the PCs are now 15th level. Saves are not a problem. This edition runs well at 14th and 15th level. No house rules needed so far.

#62

Ramzour

Sep 22, 2014 7:41:31

Zardnaar wrote:
#63

mellored

Sep 22, 2014 7:57:07

Simple answer..

 

 

Everyone should be a monk.  

#64

Lawolf

Sep 22, 2014 8:33:52

AaronOfBarbaria wrote:
#65

Kravell

Sep 22, 2014 9:34:35

MykeSchultz wrote:
#66

Bluenose

Sep 22, 2014 9:42:19

Ramzour wrote:
(Reply to #66)

Arbitrary_Aardvark

Bluenose wrote:
(Reply to #56)

Ashrym

arnwolf666 wrote:
#69

Ashrym

Sep 22, 2014 10:28:03

Lawolf wrote:
(Reply to #69)

AaronOfBarbaria

Ashrym wrote:
#71

Lawolf

Sep 22, 2014 11:30:48

AaronOfBarbaria wrote:
#72

ChrisCarlson

Sep 22, 2014 11:38:35

Lawolf wrote:
#73

h347h50

Sep 22, 2014 11:47:06

Ahglock wrote:
#74

Ramzour

Sep 22, 2014 11:50:27

Bluenose wrote:
#75

RCanine

Sep 22, 2014 11:59:26

Lawolf wrote:
#76

Ahglock

Sep 22, 2014 12:15:24

 

h347h50 wrote:
#77

h347h50

Sep 22, 2014 12:19:16

Ahglock wrote:
#78

Slyck314

Sep 22, 2014 12:21:27
I like that it emphasizes the team at high levels. You need team mates to cover your own weaknesses.
#79

ChrisCarlson

Sep 22, 2014 12:26:34

Ahglock wrote:
(Reply to #78)

Ahglock

Slyck314 wrote:
#81

mellored

Sep 22, 2014 12:30:39

Other then the dragon, who effectivly has blur, are there any other monster's with a 19 DC?

#82

h347h50

Sep 22, 2014 12:32:36

Ahglock wrote:
#83

ChrisCarlson

Sep 22, 2014 12:32:38

Ahglock wrote:
#84

Lawolf

Sep 22, 2014 12:43:02

Ahglock wrote:
#85

Slyck314

Sep 22, 2014 13:09:18
Fortunately the party will have a breadth of abilities to mitigate one characters weakness, and even failure will hardly ever be enough alone to turn the course of the encounter.
#86

Ramzour

Sep 22, 2014 13:10:21

Lawolf wrote:
#87

Slyck314

Sep 22, 2014 13:17:14
Also, its quit possible a single level 20 fighter shouldn't be able to take on a cr 17 red dragon by himself. Just like he probably can't take a whole pack of Intellect devourers on his own. He's just no suited to the task.
#88

UngeheuerLich

Sep 22, 2014 13:21:08

I believe, spells and effects are written in a way, that non increasing bad saves are taken into account, the saving throw itself more or less a duration timer.

Needing a 19 to save means, an effect will stick for a while. Not more, not less.

 

A hold person spell is not worth a lot, if an enemy will break out o it one round later. Just a trade of actions, or even worse, a waste of an action. A DC of 19 will most probably help you against someone with a below average wisdom save.

 

DC 21 is hard, and a CR24 creature should be hard.

 

The only time I could see adding + half proficiency bonus to the saving throw may be the initial saving throw against a save or terribly suck/die. But those spels are rare.

A fireballs 8d6 at level 20 is only useful, because a high level spellcaster would usually hit against not so dextrous people. If people would always make their save, why bother casting that spell. Even a 12d6 level 7 fireball isn´t worth a lot if it is reduced to 6d6 most of the time.

 

Which spells are so debilating that a successful saving throw is needed?

 

A dragon´s fear is not that dangerous. And when you look at the dragon´s hp, maybe its only hope to survive more than a round or two.

#89

Rhenny

Sep 22, 2014 13:57:26

Kravell wrote:
#90

MechaPilot

Sep 22, 2014 14:00:17

Ramzour wrote:
#91

Rastapopoulos

Sep 22, 2014 14:14:11

MechaPilot wrote:
#92

Rastapopoulos

Sep 22, 2014 14:15:16

Rhenny wrote:
#93

MechaPilot

Sep 22, 2014 14:18:39

Rastapopoulos wrote:
#94

serch

Sep 22, 2014 15:03:48
Frankly there's a serious problem for me with saves at high level. Moreso if you take into account that there will be save or suck attacks for each attribute. They should give full progression bonus to all saves to keep the math constant through all levels, plus perhaps a +2 + 3 to good ones, or/and create better feats for those chars who want to be good at resisting magic, like a version of legendary resistance with perhapas a hp cost depending on the level of the spell you want to get over. For me, this is a reedition of all that magical characters are superior to martial ones, in all pillars, that have been harming the game for almost all these years.
#95

spelley

Sep 22, 2014 14:41:10
DC 8/10 is "default commoner" stats. I have no problem with commoners almost-always being terrified of a dragon. If you haven't invested in making your character stronger-willed than the average commoner what sort of plot armour are you expecting?
#96

Arithezoo

Sep 22, 2014 14:41:46

MechaPilot wrote:
#97

Joe_the_Rat

Sep 22, 2014 14:42:17

Refresh my memory. We're sitting at level 20. What class features related to savings throws are in play at this point?

#98

MechaPilot

Sep 22, 2014 14:48:03

Arithezoo wrote:
#99

Lawolf

Sep 22, 2014 15:08:19

MechaPilot wrote:
#100

ChrisCarlson

Sep 22, 2014 15:12:50

Lawolf wrote:
#101

MechaPilot

Sep 22, 2014 15:13:30

ChrisCarlson wrote:
#102

ChrisCarlson

Sep 22, 2014 15:15:36

MechaPilot wrote:
#103

Zardnaar

Sep 22, 2014 15:25:38

 

 The you will make a save by round 2 or3 is actually huge BTW. In magic the gathering terns tempo is a difficullt concept but basically you suck the speed out of the other player. You can use this in online games like RTS games or whatever.

 

In D&D that is sells like Hypnotism, Slow, Sleet Storm etc. A few people do not seem to understand how these spells work in play but even having the NPCs miss a round assuming they use their turns with hypnotism to rouse their compatriots is huge. 

 

 Fireball can be a save or die spell and fireball number 2 will probably kill the whole party. I know this because we got hit by it in the LMoP at level 4. A monster with a 4d6 fireball in 3.5 is the same CR in 5E but with an 8d6 fireball and hit dice and hit points are the same as 3.5. AoE spells like Bane and Faerie Fire will often get around half the party. Faerie Fire nailed 4/5 PCs on Sunday and the Drow had 6 NPCs to take advantage of that. Faerie fire did not grant advantage in 3.5 and even in 1st ed it only granted +2 to hit. Low level spell casting mooks are way tougher than their low CR would indicate as they can cast spells like bless, bane, guiding bolt, magic missile and inflct wounds all of which are massively buffed over spells in 3.5.

 

 Its really hard to judge spellcaster in 5E. Compared to 3.5 though the problems start at level 1 instead of level 7 and that is due to level 1 spellcasters having spells that hit as hard as level 3-5 spell casters in 3.5. Spellcaster are also a lot lower CR than 3.5 as well so lower level PCs are more likely to come across them. A priest for example is CR3 in the DMG PDF and casts spells as a 5th level clerics, the mage is levle 9 caster CR 6.

 

#104

MechaPilot

Sep 22, 2014 15:23:01

ChrisCarlson wrote:
#105

Lawolf

Sep 22, 2014 15:26:21

MechaPilot wrote:
#106

MechaPilot

Sep 22, 2014 15:28:26

Lawolf wrote:
#107

ChrisCarlson

Sep 22, 2014 15:30:34

MechaPilot wrote:
#108

ChrisCarlson

Sep 22, 2014 15:34:42

Lawolf wrote:
#109

Ramzour

Sep 22, 2014 15:36:20

Arithezoo wrote:
#110

Lawolf

Sep 22, 2014 15:42:06

Ramzour wrote:
#111

Saelorn

Sep 22, 2014 15:44:14

MechaPilot wrote:
#112

Ramzour

Sep 22, 2014 15:45:09

Lawolf wrote:
(Reply to #89)

MykeSchultz

Rhenny wrote:
#114

Ramzour

Sep 22, 2014 15:47:57

Lawolf wrote:
#115

ChrisCarlson

Sep 22, 2014 15:48:03

MykeSchultz wrote:
#116

MechaPilot

Sep 22, 2014 15:48:32

ChrisCarlson wrote:
#117

Lawolf

Sep 22, 2014 15:49:11

Saelorn wrote:
#118

Lawolf

Sep 22, 2014 15:51:39

Ramzour wrote:
#119

Ramzour

Sep 22, 2014 15:51:55

MykeSchultz wrote:
#120

Zardnaar

Sep 22, 2014 15:53:14

Saelorn wrote:
#121

ChrisCarlson

Sep 22, 2014 15:53:29

MechaPilot wrote:
#122

MechaPilot

Sep 22, 2014 15:58:17

Saelorn wrote:
#123

MechaPilot

Sep 22, 2014 15:59:54

Zardnaar wrote:
#124

Ramzour

Sep 22, 2014 16:00:22

Lawolf wrote:
#125

Zardnaar

Sep 22, 2014 16:05:24

Most fighter in my parties have 12 or 14 wisdom. Hgih attck stas 1st followed by contstitution and then wisdom and/or dex get the 3rd and 4th highest scores, charisma and intelligence are usually used as dump stats. 

 

 I don't need to use a dragon as a theory craft example but this is why I am still claiming dex is over powered. DPR doesn't matter as much vs accuracy and being able to make multiple attacks. Strength is really only good in certain situations (short range), dex is good all the time and is linked to a better save, skills and ranged combat. A strength based fighter is hosed by a Dragon or anything flying really. A crappy dex save can easily get you killed using LMoP as a prime example there.

 

(Reply to #115)

MykeSchultz

ChrisCarlson wrote:
#127

Saelorn

Sep 22, 2014 16:04:49

Lawolf wrote:
#128

Slyck314

Sep 22, 2014 16:05:25
All of my player know that there will be times when ranged combat is the only option. If at least for a few rounds.
#129

Lawolf

Sep 22, 2014 16:06:35

Zardnaar wrote:
#130

MechaPilot

Sep 22, 2014 16:08:17

Ramzour wrote:
#131

ChrisCarlson

Sep 22, 2014 16:07:35

MykeSchultz wrote:
#132

Zardnaar

Sep 22, 2014 16:09:46

Saelorn wrote:
#133

ChrisCarlson

Sep 22, 2014 16:08:44

MechaPilot wrote:
#134

Lawolf

Sep 22, 2014 16:11:35

Saelorn wrote:
#135

ChrisCarlson

Sep 22, 2014 16:17:06

Lawolf wrote:
#136

Zardnaar

Sep 22, 2014 16:17:53

Lawolf wrote:
#137

h347h50

Sep 22, 2014 16:26:14

MechaPilot wrote:
(Reply to #104)

Ashrym

MechaPilot wrote:
(Reply to #131)

MykeSchultz

ChrisCarlson wrote:
#140

MechaPilot

Sep 22, 2014 16:23:07

ChrisCarlson wrote:
#141

ChrisCarlson

Sep 22, 2014 16:25:04

MykeSchultz wrote:
#142

ChrisCarlson

Sep 22, 2014 16:27:26

MechaPilot wrote:
#143

MechaPilot

Sep 22, 2014 16:31:39

Ashrym wrote:
#144

Lawolf

Sep 22, 2014 16:31:57

MechaPilot wrote:
(Reply to #141)

MykeSchultz

ChrisCarlson wrote:
#146

h347h50

Sep 22, 2014 16:37:17

MechaPilot wrote:
(Reply to #71)

AaronOfBarbaria

Lawolf wrote:
#148

MechaPilot

Sep 22, 2014 16:39:39

ChrisCarlson wrote:
#149

serch

Sep 22, 2014 16:40:29
Are you really going to dismiss every concern with theorycraft and whiteroomery? Because frankly that doesnt really count as arguments to sustain your position. Math is solid. It doesn't lie. Applied math works. There's a problem with saves at high level.
#150

MechaPilot

Sep 22, 2014 16:42:03

h347h50 wrote:
#151

Zardnaar

Sep 22, 2014 16:43:48

AaronOfBarbaria wrote:
#152

MechaPilot

Sep 22, 2014 16:53:00

AaronOfBarbaria wrote:
#153

Lawolf

Sep 22, 2014 17:02:28

MechaPilot wrote:
#154

Karnos

Sep 22, 2014 17:09:58

Lawolf wrote:
#155

Zardnaar

Sep 22, 2014 17:17:46

Karnos wrote:
#156

Lawolf

Sep 22, 2014 17:17:54

Karnos wrote:
#157

Karnos

Sep 22, 2014 17:32:43

Lawolf wrote:
#158

Zardnaar

Sep 22, 2014 17:31:53

Karnos wrote:
#159

RCanine

Sep 22, 2014 17:32:38

Lawolf wrote:
#160

Karnos

Sep 22, 2014 17:37:56

Zardnaar wrote:
#161

DaveDash

Sep 22, 2014 17:41:07
I think I said this on page 1 or 2, but some people aren't getting it. Spells like Hold Person are difficult to keep running due to concentration, and you have to sacrifice casting a lot of other spells if you want to keep it running. One ranged unit with multi attacks pretty much will ruin any concentration spell. This is from experience, not theorycrafting.
#162

Karnos

Sep 22, 2014 17:45:42

DaveDash wrote:
#163

Lawolf

Sep 22, 2014 17:49:12

RCanine wrote:
(Reply to #113)

Rhenny

MykeSchultz wrote:
#165

serch

Sep 22, 2014 18:01:53
Frankly, I think most people agrees save dcs are badly balanced, chances of success are low and they get insignificant as you reach high levels. It's just that a good part of the gamers like it this way. For me, balance is important as I prefer tactical gameplay. I dont think some classes should be better by design in all three pillars, unless you warn about it like in ars magica or similar products.
#166

Lawolf

Sep 22, 2014 18:01:40

On a slightly related topic, anyone realize that PC AC becomes useless at high levels. High level monsters have +14 to +20 attack bonuses. A great weapon fighter in plate armor has an AC of 18. A 20 Dex rogue has an AC of 17. Basically, high level monsters don't miss. 

#167

Zardnaar

Sep 22, 2014 18:14:36

Lawolf wrote:
#168

Rhenny

Sep 22, 2014 18:15:55

As others have mentioned, there are a number of ways to gain bonus to saves.  I'm sure that the overall design of the game and the lower saves are accounting for that.

 

I also think that the game was designed to present unprepared PCs that try to fight an adult dragon with a nearly impossilbe task.

 

For higher level PCs that want to fight some of the most nasty undead that cause fear, and the dragons and other fear inducing creatures, it would behoove them to fortify their wisdom.

 

The 1st level Heroism spell is also a very easy way to give PCs immunity to being frightened.  A bard is a great party companion.

 

Of course, whether saves are too low or too high will always depend on how specific DMs and players view their own games.   As it is now, fear inducing creatures are scary and much more difficult to face without preparation.  I like it, but I can certainly see how others who want power fighters or power PCs in general don't like it.

 

If a DM/group doesn't like the feel of the numbers in play, it would be awesome to create a quest designed to grant a magical item or a special boon that would give 1 or more PCs in the group a way to resist fear.  That sounds like an awesome goal for a group of PCs who are planning to be dragon hunters or Lich killers.

 

 

 

 

#169

arnwolf666

Sep 22, 2014 18:31:55

The game is not about how well 1 character is against an opponent or monster.  It is how well a party is against the encounter.  No one character is going to have all the defense and attack forms necessary against a powerful encounter.  That is why this is a team game.  The fighter needs the wizard (cleric, bard, or whatever), the wizard needs the Fighter.  Individually they are defeated, as a team, they are powerful.

(Reply to #162)

DaveDash

Karnos wrote:
#171

Zardnaar

Sep 22, 2014 18:37:29

Rhenny wrote:
#172

Karnos

Sep 22, 2014 18:41:22

Lawolf wrote:
(Reply to #171)

Rhenny

Zardnaar wrote:
#174

Lawolf

Sep 22, 2014 19:02:50

Karnos wrote:
(Reply to #174)

arnwolf666

Lawolf wrote:
#176

Shadowsmith

Sep 22, 2014 19:15:16

MechaPilot wrote:
#177

Karnos

Sep 22, 2014 20:03:00

Lawolf wrote:
#178

Karnos

Sep 22, 2014 20:15:00

Lawolf wrote:
(Reply to #178)

DaveDash

Karnos wrote:
#180

Lawolf

Sep 22, 2014 20:58:28

DaveDash wrote:
#181

DaveDash

Sep 22, 2014 21:45:04

Lawolf wrote:
#182

wellofworlds

Sep 23, 2014 3:17:06

Also do not forget there going to be magic items that add to saves, give resistances, and maybe even advantage vs different type of saves. I can see that spell shield being in there. Magic items will add to the base line of armor class and saves. I would hold off giving a opinion till we see them added to the game as a whole. I hope they add a resivore of magic items.

 

#183

Ramzour

Sep 23, 2014 3:30:12

Lawolf wrote:
#184

RCanine

Sep 23, 2014 3:35:48

Karnos wrote:
#185

serch

Sep 23, 2014 3:38:35
Failure to grasp that saving from effects keep getting harder for some classes, not others, particulary one known for its resilence, as they level up? Yes, I must be stupid. Probably I have the wrong idea about civilized discussions too
#186

Ramzour

Sep 23, 2014 3:43:06

DaveDash wrote:
(Reply to #99)

1eejit

Lawolf wrote:
#188

Ramzour

Sep 23, 2014 3:53:09

serch wrote:
#189

Ramzour

Sep 23, 2014 3:55:20

RCanine wrote:
#190

Kravell

Sep 23, 2014 4:09:40

Here are some real stats from actual play at 15th level. The PCs all have ACs between 18 and 21 (can go higher with spells like shield and flare giving disadvantage).

 

A mummy lord (C 15) has +9 to hit  and dreadful glare has a DC 16 Wisdom saving throw. I don't have my PH handy but I know if the paladin is nearby he helps the barbarian make this save. Otherwise the barbarian has a 25% chance to make it. The mummy lord has an AC of 17, crap saves against Dex, and takes extra damage from fire so it can be hurt really easily. The barbarian has a +10 to hit and can do so with advantage if he doesn't mind getting smacked around more.

 

A purple worm (C 15) has a +9 to hit. DC 19 Dex save to avoid being swallowed and DC 19 Con save to resist the poison. These saves are tough. However, they don't take the PC out of the fight. Getting swallowed makes the fight more interesting and gross requiring the PC to damage his way out of the stomach while fighting with disadvantage. However, his buddies can also kill the worm and get him out. The failed Con save does extra posion damage. Its AC is 18 and also has crap Dex saves so wizards can fire away at it.

 

A warrior vampire (C 15) has a +9 to hit. He has various magical powers and weaknesses and AC 18.

 

A spellcaster vampire (C 15) has an AC of 16 and can cast mirror image and greater invisibility. He can cast dominate person with a DC of 15. Again, the barbarian is the most vulnerable but he can make the save eventually, especially with an assist.

 

If you use a challenge higher than 15 then yes things get tougher as the game is designed. If you go over challenge 20 than no fight is easy.

 

But at level 15 you can see the solid math. ACs are close to each other as are to hits. Saves for more deadly abilities have a lower DC than damaging or restricting attacks. The monsters have some options to choose from in battle that the PCs might have to counter.

#191

Ramzour

Sep 23, 2014 4:18:31

Kravell wrote:
#192

Kravell

Sep 23, 2014 4:24:31

I am not playing at level 20 yet, but let's look at what might happen.

 

The barbarian will have a +13 to hit! His AC will be higher most likely around 20. Will saves still suck.

 

A pit fiend has an AC of 19. The barbarian can hit him easily. However, to do so he needs to get into melee from at least 21 feet away. He moves 40 feet and might be able to fly that speed so he should be able to close if he goes before the pit fiend. Then if he fails his save he will be fighting with disadvantage likely cancelled by his own advantage attack. If the pit fiend closes to ten feet and attacks then the barbarian is in trouble (he can't move closer if he is afraid).

 

In this case, the game is broken right? The barbarian can never make his Wisdom saving throw of 21 so game over.

 

No, There are four other party members including a cleric and paladin both of whom are quite capable of helping the barbarian out. Is this a flaw in the game? The barbarian has to rely on his party? That isn't right!

 

No. Do you think the paladin wants to take the damage the barbarian can handle by being in melee? The barbarian has 285 hit points and hits like a sledgehammer. So one party member gets him moved 5 feet and he starts pounding away at the pit fiend. And that is only if he doesn't get to move into position first.

 

If the pit fiend gets time to cast it, it can also cast hold monster with a Charisma save of 21. Also tough and very nasty. The pit fiend can cast it 3 times and might be able to get three party members (but it does no damage while trying ths). So again the divine casters may need to help out the rest of the party.

#193

Zardnaar

Sep 23, 2014 4:31:02

Kravell wrote:
#194

Kravell

Sep 23, 2014 4:37:52

Against an ancient white dragon, the barbarian does better. The fear save is DC 16 so he can make this eventually especially with an assist. The beast has an AC 20, not a problem for the barbarian to hit. Its breath weapon is a Con DC so the barbarian won't even feel it. The dragon will hit the barbarian often doing 50 hps or so if doesn't hit with all three attacks. Plus some extra attacks after each PC goes. The barbarian has 285 hp so he can take a lot and that's assuming the dragon doesn't have to hit other PCs.

 

The lair actions the dragon have don't concern the barbarian much at all and will likely be targeted at spell flingers.

 

The dragon can fly really fast. It can knock down creatures with a DC 22 Dex save and fly away 40 ft. In this case, the barbarian may have to chase it around some, but he moves 40 ft. (20 ft. if knocked prone and he has to get up) so if he can close with the dragon is it will be hard for the beast to get away. And again, the other party members will also be hemming the monster in.

 

The fight should be dramatic and tough, with the barbarian having some setbacks. However, the wizard won't like it if the dragon knocks down all the martials, flys over, and breaths on him either. The wizard will probably have between 122 and 132 hps and if he fails the DC 22 Con save he'll take 72 cold damage.

 

So the party will have to work together to win. Which is as it should be. You can't mathmatically completely predict what will happen because monsters and PCs don't just stand next to each other and pound away. The dragon will use wing buffet to move to set up breath attacks. PCs will fly and teleport in and out to attack it. The wizard may blink in and out of combat. A lot will be going on.

 

However, the PCs can hit the monster and it can hit them but neither are auto hits. Saves are tough in some cases but not impossible. Hit points are high enough that most PCs can last at least a round even against a full breath attack with a failed save.

 

The game works. It is challenging. it require smart play.

#195

Kravell

Sep 23, 2014 4:47:21

Zardnaar wrote:
#196

Zardnaar

Sep 23, 2014 4:44:00

Kravell wrote:
#197

Kravell

Sep 23, 2014 4:45:11

Zardnaar wrote:
#198

Zardnaar

Sep 23, 2014 4:51:36

Kravell wrote:
#199

1eejit

Sep 23, 2014 4:54:36

Cleric and Druid get Heroe's Feast. Paladin and Bard have Heroism

 

Divination Wizards, *Bless* and Bards can affect saving throws.

 

Berzerker Barbarians can be immune to fear. Monks get proficiency in all saves and can spend Ki to re-roll a save. Hunter Rangers can have advantage on fear saving throws. Fighters can reroll saves using Indomitable. Rogues gain Wisdom save proficiency.

 

Anyone can get Heroism with Magic Initiate Feat, a scroll.

 

There are plenty of methods for a prepared, full party to take on a Dragon's *fear* ability.

#200

Arithezoo

Sep 23, 2014 4:53:07

Lawolf wrote:
#201

Ramzour

Sep 23, 2014 4:58:52

Zardnaar wrote:
#202

Karnos

Sep 23, 2014 5:03:39

Lawolf wrote:
#203

Ramzour

Sep 23, 2014 5:04:22

Arithezoo wrote:
#204

Kravell

Sep 23, 2014 5:05:45

Zardnaar wrote:
#205

Kravell

Sep 23, 2014 5:18:34

Actually, you could play 5E with non-casters and with a diverse party. A barbarian (berserker), fighter (not eldtitch knight), rogue (not arcane trickster), and a monk (way of the open hand) could adventure together. The monk would have a decent base Will save and taking a feat to gain proficiency in Will saves would be a good investment for at least two characters. The PCs would also need to get some decent ranged attacks to go with the melee.

#206

Ramzour

Sep 23, 2014 5:22:34

As an interesting anecdote....back in the 5e playtest, I actually ran a homebrew adventure at 10-11th level. The group was a Fighter, Barbarian, Rogue, and Monk. Not a single caster (or even healer!!!) in the party. It was tough, but they managed to do just fine by using clever roleplaying and good tactics. Magic is very helpful, but it certainly isn't 100% required either. (And no, I didn't "go easy" on them)

#207

Ramzour

Sep 23, 2014 5:23:33

Kravell wrote:
#208

serch

Sep 23, 2014 5:51:28
So all this boils down to casters must be better and imprescindible. If you want a melee char pick an eldritch knight or a monk, also, at high levels, casters NPC must always win a fight against a non caster PC. Tactical ability of the player should not be relevant. Balance between classes is not important. Ok, carry on, a reedition of magic is always better as I said before.
#209

Kravell

Sep 23, 2014 5:57:31

serch wrote:
#210

serch

Sep 23, 2014 6:04:52
Think about the repercusions of impossibly high save DC to class balance in the combat pillar ( im not even going to talk about the other two) and to tactical gameplay to understand me
#211

Kravell

Sep 23, 2014 6:13:51

serch wrote:
#212

1eejit

Sep 23, 2014 6:12:40
"imprescindible" isn't a word in English. Did you mean essential? A balanced selection of classes is always essential. An all-spellcaster party has glaring weaknesses just as an all-martial party does.
#213

arnwolf666

Sep 23, 2014 6:13:30

There might be things other than DPR that are important.

#214

Karnos

Sep 23, 2014 6:16:21

serch wrote:
#215

Kravell

Sep 23, 2014 6:35:35

A character can save against fear with almost any monster with a Challenge of 20 or lower with a Wis of 12 and Inspiration roughly 25% of the time (advantage being roughly equal to a +5 bonus). If they make it, they are immune to that monster's fear for 24 hours and are good to go. 

 

If you fail the save you can fight with disadvantage or if the beast is 10 feet away and you don't have reach you can always move back and use ranged attacks. Maybe do something stupid and/or heroic again to regain Inspiration to help with the save again. You are not out of the fight. And if the monster moves into melee range you can attack with disadvantage as long as you don't move away. Maybe carry around a reach weapon for just such an occasion in case the monster has reach.

 

Also, if the monster has companions you could choose to attack those instead until you finally roll a 20 and make a save or your buddies kill the boss.

 

Tactical. Fun. Crazy fast chaotic combat that can be won with some careful thought and decent play. Good times.

 

Also, a 1st level character could even make the save. The follow up attacks would hurt of course.

 

#216

serch

Sep 23, 2014 6:26:47
Sorry, sometimes i mix my languages and writing using a phone makes checking harder. Yeah for me it's obvious Dnd has abandoned class balance and tactical gameplay since the flawed try 4 ed was. This is probably a concious decision by game developers as a lot of its gamers tend to like the magic is better axiom. I suppose it is just not the game for me, at least inthis incarnation.
#217

Kravell

Sep 23, 2014 6:33:52

serch wrote:
(Reply to #216)

arnwolf666

serch wrote:
#219

serch

Sep 23, 2014 6:41:40
Sorry but the math is obvious and you are not getting anywhere baiting me. You dont demonstrate anything, you just have some anecdotes.
#220

serch

Sep 23, 2014 6:43:39
Yeah, I can agree with that, arnwolf
(Reply to #219)

UngeheuerLich

serch wrote:
#222

Lawolf

Sep 23, 2014 8:37:42

Arithezoo wrote:
#223

Gnarl

Sep 23, 2014 8:43:44

serch wrote:
#224

Slyck314

Sep 23, 2014 8:44:10
You keep claiming those spells let you auto win. I find mostly they allow you to temporarily bypass/delay encounters. They only autowin against a few limited enemies.
#225

Lipfi

Sep 23, 2014 9:31:51

Amount of people thinking they have more data and understanding of game than developers is too damn high!
All of this without taking in account any character abilities that can help with saving throws and so much more things. The just see number 19 and that's all info they need.

#226

Kravell

Sep 23, 2014 9:31:00

serch wrote:
#227

Kravell

Sep 23, 2014 9:37:53

Lawolf wrote:
#228

Gnarl

Sep 23, 2014 9:38:33

Lipfi wrote:
#229

Gnarl

Sep 23, 2014 9:44:06

Kravell wrote:
#230

ChrisCarlson

Sep 23, 2014 9:52:05

Why do I get the feeling the same type of people who whine about high-level/epic/uber-powerful monsters having hard-to-save-against effects, would be the same people who'd come here to complain if monsters too easily saved against their high-level/epic/uber-powerful PC's spell effects...

 

Yeah. That.

(Reply to #185)

Ashrym

serch wrote:
#232

Lawolf

Sep 23, 2014 10:00:14

Kravell wrote:
(Reply to #193)

Ashrym

Zardnaar wrote:
#234

Timborama

Sep 23, 2014 11:14:27

A lot of nay-saying people are facing hypothetical monsters with their hypothetical parties.

 

All I can say is, "Your DM must be a HUUUUUUGE dirtbag"

 

Hey, they don't have a rogue, LULZ HERE ARE TRAPS EVERYWHER!

Oops, all fighters? You get a Will save, YOU get a Will save. EVERYBODY MAKE A WILL SAVE!

Ranger with a Favored Enemy and a Favored terrain? Nah, you'll never be in any of these environments, much less face these enemies. BECAUSE REASONS!

 

Seriously guys, remember, a DM is supposed to Challenge a party (making some characters shine, while making others struggle on rare occassions), but if he outright kills them because you opened a door and suddenly there's an unexpected red dragon there and you turn around to flee and there's lava behind you...your DM is a dick (well, maybe. I, myself, might have a good laugh at this situation).

 

DMs are arbitrators. I know the stereotype is "DM vs. PCs" but in healthy games, the DM works WITH the players, to ensure everyone is having a good time.

 

The system is fine, because the system basically requires a DM. Though having a good one (or decent one) certainly helps.

#235

Saelorn

Sep 23, 2014 11:15:19

Kravell wrote:
#236

serch

Sep 23, 2014 11:16:54
Yes obviously I need some backing to do besides that there're more than a few spells that locks a char with dc 19 saves or not saving at all. Im not saying that its not working as intended, im saying its not balanced, it doesnt promote tactical gameplay and it doesnt appeal to me. But, please do go on putting words in my mouth, attributing sordid intentions to me and being generally unpolite.
(Reply to #228)

Timborama

Gnarl wrote:
#238

Timborama

Sep 23, 2014 11:26:37

Hmmm, Contagion is pretty rough.

 

But it also has a Touch distance. So unless you're using a Familiar, things could get hashtag #Dicey

(Reply to #237)

serch

Timborama wrote:
#240

Saelorn

Sep 23, 2014 11:40:54

Lawolf wrote:
#241

ChrisCarlson

Sep 23, 2014 11:41:19

serch wrote:
#242

Saelorn

Sep 23, 2014 11:43:07

Timborama wrote:
(Reply to #232)

Ashrym

Lawolf wrote:
(Reply to #241)

serch

ChrisCarlson wrote:
#245

ChrisCarlson

Sep 23, 2014 11:49:50

serch wrote:
#246

Ramzour

Sep 23, 2014 11:53:54

Lawolf wrote:
(Reply to #245)

serch

ChrisCarlson wrote:
#248

ChrisCarlson

Sep 23, 2014 12:01:29

serch wrote:
#249

serch

Sep 23, 2014 12:09:56
It's pretty clear what you meant, CC, as its also clear you wouldnt have mentioned the trolling option if you didnt want others to consider it.
#250

ChrisCarlson

Sep 23, 2014 12:11:31

serch wrote:
#251

Lawolf

Sep 23, 2014 12:15:44

Ramzour wrote:
#252

ChrisCarlson

Sep 23, 2014 12:17:26

And for the record, I may be brief but I rarely mince words. Assuming you're new-ish here, you should know that I have, on numerous occasions, bluntly asked anti-5e trolls here to leave. Or asked them why they bother sticking around other than to crap on this game. I did not do that with you in this case. After you implied that 5e might not be the game for you, I pointed out that you are still here. You're continuing to be defensive is starting to be telling, however.

(Reply to #250)

serch

ChrisCarlson wrote:
#254

Ramzour

Sep 23, 2014 12:28:30

Timborama wrote:
#255

ChrisCarlson

Sep 23, 2014 12:29:01

serch wrote:
(Reply to #232)

Kravell

Lawolf wrote:
(Reply to #255)

serch

ChrisCarlson wrote:
#258

ChrisCarlson

Sep 23, 2014 13:08:11

serch wrote:
#259

serch

Sep 23, 2014 13:19:07
The irony, at the very least dont quote me. Its like watching a train wreck
#260

Ramzour

Sep 23, 2014 13:45:01

Lawolf wrote:
#261

ChrisCarlson

Sep 23, 2014 14:03:08

serch wrote:
#262

Karnos

Sep 23, 2014 14:12:51

Lawolf wrote:
(Reply to #261)

serch

ChrisCarlson wrote:
#264

Gnarl

Sep 23, 2014 14:45:16

Karnos wrote:
#265

ChrisCarlson

Sep 23, 2014 14:48:11

serch wrote:
#266

serch

Sep 23, 2014 14:49:45
K'
#267

Lawolf

Sep 23, 2014 14:58:59

Karnos wrote:
#268

ChrisCarlson

Sep 23, 2014 15:20:25

Lawolf wrote:
#269

ChrisCarlson

Sep 23, 2014 15:35:38

serch wrote:
#270

DaveDash

Sep 23, 2014 16:17:35

I've used contagion in combat as a Cleric and it certainly does NOT stunlock enemies.

 

The only spell that is truly a problem as I have mentioned before is Bestow Curse as a level 5 spell. No concentration, 24 hour duration, and will effectively waste the turn of anything with low wis for a.long time. This is an oversight I believe.

 

Against a dragon though it would be useless until round 4 of combat. I also ran some combat last night in roll20, and four level 20 fighters can kill the Adult Red Dragon in the first two rounds of combat, even with frightened status. Using 4 attacks and action surge and a non magical lowbow they each have huge damage potential. They can burn inspiration or manoeuvre dice to counter the fear, giving them an excellent chance of ruining its day. Don't even get me started on a Ftr/Rog Assassin who wins initiative.

#271

serch

Sep 23, 2014 15:40:34
Put a smiley after that and we can even reconciliate. Edit: Ok you won my heart ;)
#272

Orethalion

Sep 23, 2014 15:37:08

Lawolf wrote:
#273

ChrisCarlson

Sep 23, 2014 15:44:18

serch wrote:
#274

Orethalion

Sep 23, 2014 15:46:16

ChrisCarlson wrote:
#275

ChrisCarlson

Sep 23, 2014 15:53:12

Orethalion wrote:
(Reply to #273)

serch

ChrisCarlson wrote:
#277

Orethalion

Sep 23, 2014 16:01:46

ChrisCarlson wrote:
#278

Karnos

Sep 23, 2014 16:09:35

Lawolf wrote:
#279

Lawolf

Sep 23, 2014 16:20:10

Karnos wrote:
#280

Orethalion

Sep 23, 2014 16:20:16

Lawolf wrote:
#281

Zardnaar

Sep 23, 2014 16:23:49

 I think both camps may be right. THe people who are power gamers or know how to cheese out saves can work around them but things like the resilent feats are almost feat taxes.

 

Casual players however are kind of screwed. THey mauy not be using feats and if they are there are no signposts in the PHB to tell them to buff saves at all costs. If you can get around the feear effect I think you can probably kill the Dragon in 1-2 rounds due to a lack of hit points, AC and defences.

 

#282

Lawolf

Sep 23, 2014 16:24:16

Orethalion wrote:
#283

Shasarak

Sep 23, 2014 16:25:17

Ramzour wrote:
#284

Orethalion

Sep 23, 2014 16:27:37

Lawolf wrote:
#285

Karnos

Sep 23, 2014 16:34:17

Lawolf wrote:
#286

DaveDash

Sep 23, 2014 16:50:36

Contagion isn't autokill against an Adult Red Dragon. You still have to run up to an Adult Red Dragon and hit it with a spell touch attack. Kinda hard to do if it is flying, since it can move 40ft, use all of its attacks, then move another 40ft out of touch range.

 

But yeah, the stun effect of Slimey Doom is probably broken. Seems out of line with the other diseases.

 

And also Contagion as written is not an example of saves being a problem.

 

 

#287

dwgautier

Sep 23, 2014 18:09:39

If you are worried about saves make the following character.  (This is a quick build JUST for saves to show the lenghts one can go to if worried about saving throws)

 

Human, 8 Paladin (Oath of the Ancients), 12 Fighter (any fighter archetype)

 

Level 1 Starting Stats:

Str: 15, Dex: 9, Con: 15, Int: 9, Wis: 12, Chr: 16

Level 20 Stats after feats and stat bumps:

Str: 16, Dex: 10, Con: 16, Int:10, Wis: 12, Chr: 20

 

Feats: Human: Resilent (Strength), 4th: Resilent (Dexterity), 8th: Resilent (Constitution), 12th: Resilent (Intelligence), 14th: Stat Bump Charisma +2, 16th: Stat Bump Charisma +2, 20th: Shieldmaster 

Obviously you can take the feats in any order but you need all of the listed feats/stat bumps.

 

At level 20 you have the following Saving Throws (no magic items):

 

Str: +14, Dex: +13, Con: +14, Int: +11, Wis: +12, Chr: +16

 

Not to mention that you give your Charisma Bonus to all allies within 10ft AND resistance to spell damage (you get it too)

 

Fighter gives you 1 use per day of Indomitable... Just incase you happen to fail a save

 

Shieldmaster gives you +2 to dex.

 

I'm sure I missed some stuff.  This was written up quick...Oh!  You could go Gnome to get advantage on Int, Wis and Chr Saves vs Spells.  Lucky Feat would be nice too, maybe instead of Shield Master.

#288

Karnos

Sep 23, 2014 18:37:42

Lawolf wrote:
#289

Orethalion

Sep 23, 2014 18:45:50

Karnos wrote:
#290

Lawolf

Sep 23, 2014 18:56:33

Orethalion wrote:
#291

Lawolf

Sep 23, 2014 19:04:09

Karnos wrote:
#292

Orethalion

Sep 23, 2014 19:15:33

Lawolf wrote:
#293

Lawolf

Sep 23, 2014 19:26:56

Orethalion wrote:
#294

ChrisCarlson

Sep 23, 2014 19:28:22

Orethalion wrote:
#295

Orethalion

Sep 23, 2014 19:38:54

Lawolf wrote:
#296

Gnarl

Sep 23, 2014 19:42:16

ChrisCarlson wrote:
#297

Karnos

Sep 23, 2014 20:05:48

Lawolf wrote:
#298

DLfan

Sep 23, 2014 20:26:47

Tony_Vargas wrote:
#299

Chiisai_Usagi

Sep 23, 2014 20:49:55

Gnarl wrote:
#300

RCanine

Sep 23, 2014 20:53:48

Lawolf wrote:
#301

ChrisCarlson

Sep 23, 2014 21:03:28

Chiisai_Usagi wrote:
#302

Ramzour

Sep 24, 2014 0:24:43

Once again we have a thread that starts off with a ridiculous claim (saving throw system is broken at high levels) that is not supported by any proof (i.e. playtesting), then some people come up with a very contrived example (a certain party composition fighting an Adult Red Dragon) that allegedly supports the original claim.

 

The truth is if you have to reach for such a contrived example, then the claim you are trying to prove probably isn't true.

#303

1eejit

Sep 24, 2014 1:52:49

If you're so worried about the poor widdle Ancient Wed Dwagon being a pushover just give it spellcasting as per the variant option.

 

Dimension Door/Teleport/Dispel Magic/Counterspell/Greater Restoration will get it out of the no-save or save-or-die spells.

 

Hell, give the Dragon the Contagion and Force Cage spells for itself.

 

 

As for other high-CR Liches are automatically strong spellcasters with counterspell and many other abilities to challenge concentration with.

The Vampire has a variant with at least a couple of useful spells available RAW (nondection -> greater invisibility or just cantrip/dominate whoever is casting the force cage/reverse gravity).

The Demilich has antimagic field available as a lair action. 

Death Knight has dispel magic.

Balor and Marilith can teleport.

Pit Fiend can fireball at-will to break concentration, or if the caster is slightly closer than max-range on FC or RG he can use the dominate spell.

#304

Shasarak

Sep 24, 2014 2:06:30

So [Rocket Launchers] are not broken because everyone can have [Rocket Launchers}?

#305

Arithezoo

Sep 24, 2014 5:05:02

1eejit wrote:
(Reply to #305)

1eejit

Arithezoo wrote:
#307

Gnarl

Sep 24, 2014 6:17:53

ChrisCarlson wrote:
#308

ChrisCarlson

Sep 24, 2014 6:23:36

Gnarl wrote:
#309

Arithezoo

Sep 24, 2014 6:29:24

1eejit wrote:
#310

Orethalion

Sep 24, 2014 6:36:02

Gnarl wrote:
#311

Gnarl

Sep 24, 2014 7:00:14

ChrisCarlson wrote:
#312

Orethalion

Sep 24, 2014 7:10:38

Gnarl wrote:
#313

ChrisCarlson

Sep 24, 2014 7:14:19

Gnarl wrote:
#314

Gnarl

Sep 24, 2014 7:35:26

Orethalion wrote:
#315

Gnarl

Sep 24, 2014 7:45:19

ChrisCarlson wrote:
#316

Karnos

Sep 24, 2014 7:48:38

Gnarl wrote:
#317

Karnos

Sep 24, 2014 7:50:26

Gnarl wrote:
#318

ChrisCarlson

Sep 24, 2014 7:55:24

Gnarl wrote:
#319

Orethalion

Sep 24, 2014 8:01:21

Gnarl wrote:
#320

Gnarl

Sep 24, 2014 8:04:20

Karnos wrote:
#321

Lawolf

Sep 24, 2014 8:05:28

So four people can te trapped in a forcecage because they can stick their arms out, this having a total width larger than 20 feet?

 

And how can the dragon not fit in a 20 by 20 forcecage when it can squeeze down and fit inside a 10 ft opening in a cave?

 

Clearly, limb size isn't being taken into account here when mentionining spell area of effect. Otherwise, a fighter could grapple a giants tail from 10 feet behind the dragon. A wizard could AoE the dragons head with a cone of cold without affecting the barbarian who is in melee with the dragon. A whole slew of situations that go against the games rules start occurring if you make rulings like that. 

 

Of course, you are more than welcome to houserule your game if you are the DM. Feel free to say that forcecage cannot trap the dragon despite the dragon being able to squeeze itself in a 10 by 10 space.

#322

Karnos

Sep 24, 2014 8:12:58

Lawolf wrote:
#323

Orethalion

Sep 24, 2014 8:15:31

Lawolf wrote:
#324

Gnarl

Sep 24, 2014 8:24:12

Lawolf wrote:
#325

Slyck314

Sep 24, 2014 8:26:02
Would the dragon be able to dodge in the cage? Could he potentially tank until the mage loses concentration from a lair effects or the party runs out of ammo? I think the Tarrasque could accomplish this stuck in Reverse Gravity.
#326

spelley

Sep 24, 2014 9:43:15

I am guessing that, for the most part, if a DM were to describe the dragon and I told the caster beforehand they were too large (either during the encounter if it was a "surprise" or when he is prepping spells for the day if this is a planned strike vs a/the dragon), even if I included a grid in my campaign I'd be hard-pressed to find a player who would get their feathers ruffled. The idea of stuffing a dragon in the dragon in the box would probably seem unintuitive to them anyway. 

 

Mind you, in my homebrew campaign, Force Cage will have "Hardness" and HP values so that sticking it on a massive creature is more of a delay tactic than a win-tactic. I might also eliminate the "bars" option so there is none of this cheesy "bars + shoot through the cage with 1/2inch thick gaps" stuff (though I sincerely doubt my players would try that kind of cheese anyway).

(Reply to #326)

1eejit

spelley wrote:
(Reply to #327)

Timborama

1eejit wrote:
#329

Orethalion

Sep 24, 2014 11:09:07

Timborama wrote:
#330

Timborama

Sep 24, 2014 11:35:45

Dang, you're right about the invisible part! I always invisioned it as an opaque-ish plexiglass thing. Like what they keep the bad guys in in movies.

#331

cheethorne

Sep 24, 2014 11:48:53

Orethalion wrote:
#332

Karnos

Sep 24, 2014 12:22:42

A 2nd edition red dragon size is as follows:

 

[Listing averages for each range]

 

Age  Body (feet)    Tail (feet)

1             6'                     7'

2            16'                  16'

3            32'                  25'

4            51'                  39'

8            127'               115'

12          179'               166'

 

Basically, other than age 1 (hatchling), red dragons are too big for forcecages.  Age 2 dragons are about 32' long on average, with tail included, and age 3+ dragons are over 30' long even ignoring the tail.

 

I know this is info from 2nd edition, but that is only because I don't see exact size figures in the 5th edition stat boxes. Is there some fluff somewhere that explains 5e dragons as being tiny shrunken versions of the dragons we had a decade ago?  If not, I think it's safe to say that very few dragons are normally small enough to fit inside a forcecage, other than hatchlings.

(Reply to #331)

Timborama

cheethorne wrote:
#334

Zardnaar

Sep 24, 2014 12:13:33

Karnos wrote:
#335

Karnos

Sep 24, 2014 12:24:13

Zardnaar wrote:
#336

Zardnaar

Sep 24, 2014 12:34:40

Karnos wrote:
#337

Orethalion

Sep 24, 2014 12:38:35

cheethorne wrote:
#338

Orethalion

Sep 24, 2014 12:39:51

Timborama wrote:
#339

Timborama

Sep 24, 2014 12:46:54

If anyone has a 4E draconomicon, or isn't so lazy as to not scan back a page or two where someone lists the sizes, you can get your answers on how big a posst 2E dragon is there!

#340

edwin_su

Sep 24, 2014 12:47:59

Zardnaar wrote:
#341

Orethalion

Sep 24, 2014 12:52:23

edwin_su wrote:
#342

Lawolf

Sep 24, 2014 12:59:37

For one, most dragons aren't stretched out to full length in combat. Look at most pictures of dragons, they tend to have their tail curled around and their necks upright.

 

Another point that a fighter with a 6 ft zweihander can still be trapped in a 5 ft box in D&D. Size represents size minus limbs. This is why a panther isn't large despite being longer than 5 ft from head to tail. This is why a party can be trapped within a forcecage even when they have their hands outstretched. This is why you cant target a fireballs edge 5ft away from a warrior and still hit his arms.

 

Another point is that since a huge creature can squeeze into a 10 by 10 ft space, a 20 by 20 space is more than large enough to capture a huge creature. Sure its limbs may be longer than that when outstretched, but its limbs also easily fit within the space.

 

Another point is, there are many non dragon solo enemies that forcecage works on.

 

Another point is that the way forcecage is written implies space. A dragon that is 15 ft by 15 ft is still fully within the area of the cage. He is not to large for the cage. Of course, if you had two dragons side by side and attempted to catch both of them, you would fail. This is because the area would only partially cover each ones space.

#343

DSZ

Sep 24, 2014 13:01:40

Ok children, time to go to bed

 

#344

Zardnaar

Sep 24, 2014 13:03:13

edwin_su wrote:
#345

ChrisCarlson

Sep 24, 2014 13:04:19

Lawolf wrote:
#346

Orethalion

Sep 24, 2014 13:05:51

Lawolf wrote:
#347

Arithezoo

Sep 24, 2014 13:11:26

Lawolf wrote:
#348

Orethalion

Sep 24, 2014 13:15:48

Arithezoo wrote:
#349

Arithezoo

Sep 24, 2014 13:26:07

Orethalion wrote:
#350

ChrisCarlson

Sep 24, 2014 13:27:51

Arithezoo wrote:
#351

Zardnaar

Sep 24, 2014 13:42:04

Some Dragon minis to see if that helps for scale arguments. Colossal Red, gargantuan black, my Cleric of Lathender mini used for my light cleric and PHB for scale purposes. 

 

IMAGE(http://i1290.photobucket.com/albums/b534/Worldoftanks/20140925_083436_zps66e810c2.jpg)

#352

edwin_su

Sep 24, 2014 13:59:59

Orethalion wrote:
#353

Ramzour

Sep 24, 2014 14:08:03

Haha, thanks Zardnaar! That's an awesome picture. Are the Ancient Red Dragons in 5e still Colossal? If so...oh my pelor. That thing is huge.

#354

Zardnaar

Sep 24, 2014 14:49:20

Ramzour wrote:
#355

Ramzour

Sep 24, 2014 14:58:35

Arithezoo wrote:
#356

Devilbass

Sep 24, 2014 16:40:48

Some context from the Monster Manual:

 

Several people have asked if anything in 5e is colossal.  At this point, Gargantuan is the largest size category listed, thus nothing occupies more than 20'x20' on the grid.  Now, that being said, there are several monsters listed under certain size categories in their stat block, though have specific dimensions mentioned in the text.  Also, comparing the size categories of real life animals to their real life dimensions shows the abstract nature of size categories in D&D.

 

Dinosaurs

I think these give great insight into the abstract nature of size category in D&D.  For example, the Allosaurus is Large in D&D, though in actuality, they averaged a length of roughly 28 feet.  Ankylosaurus, listed as Huge, could range anywhere between 15 and 30 feet long.  I think the most obvious comparison though is the T-Rex: listed as Huge in the Monster Manual, a T-Rex could be 40 feet long, and 15 feet tall at the hip, possibly taller.

 

Giants

All giants in 5e are placed in the Huge size category.  However, there is a graphic showing a size comparison of the different Giant types.  Despite all being Huge, they range from 16 feet to 26 feet tall.

https://drive.google.com/file/d/0B9-nj_70g56fSXphZEo1WE5VVUU/edit?usp=sharing

 

Lions, Tigers and Bears

In D&D, lions are Large, and in real life, big tigers can reach lengths just under 12 feet including their tail.  Tigers, Large in D&D terms, vary in size quite a bit, but Siberian and Bengal tigers can reach over 12 feet in length (including tail, and in some tigers, tails account for almost a third of total length).  The brown bears and polar bears in D&D are also Large.  In real life, grizzlies and polar bears don't reach the length of the big cats, but they tend to out weigh them sinificantly.  

 

Roc

Gargantuan size, described as having a 200 foot wingspan.  Admittedly, a wingspan will be the largest dimension of any flying creature, this still goes to show the highly abstracted nature of size categories in D&D.

 

Tarrasque

The Tarrasque is another Gargantuan creature, however it is described as 50 feet tall and and 70 feet long.

 

 

I think what all this does for us is really show that size category is really not meant to show the actual dimensions of a creature in D&D, which is clearly stated right in the rules.  I think for most of the creatures above, the size categories make sense, even though their actual dimensions may not reach, or may excede those of their size category.  While the Allosaurus may be 28 feet long, its head and tail are high enough off of the ground that you can get around under there if you have to.  Same goes for the larger creatures like the tarrasque.

 

What does this mean for spells like force cage?  Honestly, after all the debate, I think it's a table by table ruling.  I think for creatures with specific sizes listed that go way beyond the normal dimensions of their size category, it should just never work (ie Tarrasque).  My opinion of course.

#357

DaveDash

Sep 24, 2014 18:40:45

So now some of the original posters on the side of "Saves are broken at higher levels" are using spells that do not have saving throws initially (Contagion*, Force Cage) to argue their point?

 

*Depending on your interpretation. 

 

 

(Reply to #353)

AaronOfBarbaria

Ramzour wrote:
#359

Chiisai_Usagi

Sep 24, 2014 18:52:10

Arithezoo wrote:
(Reply to #14)

crimfan07

Zardnaar wrote:
(Reply to #357)

serch

DaveDash wrote:
#362

Samrin

Sep 25, 2014 6:09:34

This, like hit points, is something that should be on a dial. It's too gritty for some of us. 

#363

Karnos

Sep 25, 2014 9:10:14

Samrin wrote:
#364

Bluenose

Sep 25, 2014 9:14:34

Karnos wrote:
#365

Slyck314

Sep 25, 2014 9:23:41
Some of the powerful mosters aren't all about the big saves. The ancient white dragon for example is cr 20 and only has save dcs of 16.
(Reply to #356)

Timborama

Devilbass wrote:
#367

Ramzour

Sep 25, 2014 11:01:15

serch wrote:
#368

Brock_Landers

Sep 25, 2014 11:20:11

 

Timborama wrote:
#369

ChrisCarlson

Sep 25, 2014 11:48:34

Ramzour wrote:
(Reply to #367)

serch

Ramzour wrote:
#371

ChrisCarlson

Sep 25, 2014 12:05:48

serch wrote:
#372

Ahglock

Sep 25, 2014 12:27:52

ChrisCarlson wrote:
#373

Saelorn

Sep 25, 2014 12:32:57

Ahglock wrote:
#374

EnglishLanguage

Sep 25, 2014 12:45:03

So I've only been kinda skimming this topic, but there has there been an actual rebuttal to "save system is busted" beyond "Well don't ever get into a situation where you'd ahve to make a bad save" and discounting any time you would have to make said bad save as "Well your white room mi/maxing, doesn't count"?

(Reply to #372)

mcintma

Ahglock wrote:
#376

Brock_Landers

Sep 25, 2014 12:49:53

EnglishLanguage wrote:
#377

ChrisCarlson

Sep 25, 2014 12:50:05

Saelorn wrote:
(Reply to #374)

Slyck314

EnglishLanguage wrote:
#379

Lawolf

Sep 25, 2014 13:02:49

Slyck314 wrote:
#380

Brock_Landers

Sep 25, 2014 13:08:10

Lawolf wrote:
#381

ChrisCarlson

Sep 25, 2014 13:09:48

Lawolf wrote:
(Reply to #379)

Slyck314

Lawolf wrote:
#383

Slyck314

Sep 25, 2014 13:13:54
In addition I think we've shown that this is true to a lesser extent on the other side of the screen as well when it comes to encounter contruction.
#384

Lawolf

Sep 25, 2014 13:19:19

Slyck314 wrote:
#385

Arithezoo

Sep 25, 2014 13:36:38

There is a simple solution: if you think saves are too low at high levels, give everyone proficiency in all saves.  If you think that makes the saves too high, give everyone half proficiency (you can get full proficiency as usual from your class or feats).

#386

Slyck314

Sep 25, 2014 13:36:47
Most of those effects have become temporary inconviences though, either through additional save or through a higher level party's capability to remove or ignore them, and without the increased chance of effect these, sometimes signiture, abilities have little chance of having any impact on the encounter at all.
#387

Slyck314

Sep 25, 2014 13:41:51
And there is always the DMs responsibilty to not essentially say "rocks fall everyone dies" by throwing an encouter at them that they have no real opportunity to overcome. By the same effect as the ancient red dragon against a party of 20th level fighters, I wouldn't throw a rakshasa (my favorite bbeg) against a party of 12th level wizards.
(Reply to #21)

arnwolf666

Zardnaar wrote:
#389

Chiisai_Usagi

Sep 25, 2014 15:04:38

Arithezoo wrote:
#390

Zardnaar

Sep 25, 2014 15:14:53

arnwolf666 wrote:
#391

Orethalion

Sep 25, 2014 15:16:12

Lawolf wrote:
#392

Lawolf

Sep 25, 2014 15:25:18

Orethalion wrote:
#393

Orethalion

Sep 25, 2014 15:32:26

Lawolf wrote:
#394

Slyck314

Sep 25, 2014 15:40:43

I agree.  In my last 4e campaign I had a couple encounters with shadows and devils where the Barbarian was Dominated the entire battle.

#395

Zardnaar

Sep 25, 2014 15:44:52

Orethalion wrote:
#396

ChrisCarlson

Sep 25, 2014 15:57:32

Zardnaar wrote:
#397

DaveDash

Sep 25, 2014 15:58:35

Lawolf wrote:
#398

DLfan

Sep 25, 2014 16:19:24

Lawolf wrote:
#399

DLfan

Sep 25, 2014 16:23:45

Karnos wrote:
#400

Lawolf

Sep 25, 2014 16:24:35

DLfan wrote:
#401

MechaPilot

Sep 25, 2014 16:24:50

DLfan wrote:
#402

ChrisCarlson

Sep 25, 2014 16:28:14

MechaPilot wrote:
#403

MechaPilot

Sep 25, 2014 16:33:03

ChrisCarlson wrote:
#404

ChrisCarlson

Sep 25, 2014 16:35:32

MechaPilot wrote:
#405

Lawolf

Sep 25, 2014 16:36:07

MechaPilot wrote:
#406

Saelorn

Sep 25, 2014 16:42:26

Lawolf wrote:
#407

ChrisCarlson

Sep 25, 2014 16:44:01

Lawolf wrote:
#408

MechaPilot

Sep 25, 2014 16:49:40

ChrisCarlson wrote:
#409

ChrisCarlson

Sep 25, 2014 16:54:01

MechaPilot wrote:
#410

EnglishLanguage

Sep 25, 2014 16:56:45

ChrisCarlson wrote:
#411

Lawolf

Sep 25, 2014 17:01:04

Saelorn wrote:
(Reply to #363)

Samrin

Karnos wrote:
#413

MechaPilot

Sep 25, 2014 17:02:56

ChrisCarlson wrote:
#414

ChrisCarlson

Sep 25, 2014 17:04:55

EnglishLanguage wrote:
#415

Zardnaar

Sep 25, 2014 17:06:13

Lawolf wrote:
#416

Lawolf

Sep 25, 2014 17:08:00

EnglishLanguage wrote:
#417

ChrisCarlson

Sep 25, 2014 17:11:00

MechaPilot wrote:
#418

Karnos

Sep 25, 2014 17:18:17

It's funny how just a month ago there were lots of threads complaining about how the game is too hard at low levels, because hp is too low and a single crit can cause death.  People complained that the game was backwards- low levels were the hardest, while high level play was much easier because hp pools were bigger.  Low levels are harder than high levels, this is horrible, the game is broken!

 

Now it seems the argument has been reversed! Low levels are easy, because non-proficient saves are still fairly easy to succeed in against low level foes, but at high levels the game is way too hard because non-proficient saves are nearly impossible to make without party support or specific feat choices!  High levels are harder than low levels, this is horrible, the game is broken!

 

I'm looking forward to next month, when someone discovers the huge weakness of mid-level characters, and complains that getting through the mid levels is way too hard compared to the easy low levels and easy high levels.

#419

EnglishLanguage

Sep 25, 2014 17:20:14

ChrisCarlson wrote:
#420

MechaPilot

Sep 25, 2014 17:27:00

ChrisCarlson wrote:
#421

EnglishLanguage

Sep 25, 2014 17:29:00

ChrisCarlson wrote:
#422

ChrisCarlson

Sep 25, 2014 17:31:00

MechaPilot wrote:
#423

DaveDash

Sep 25, 2014 17:33:13

EnglishLanguage wrote:
(Reply to #416)

Slyck314

Lawolf wrote:
#425

Lawolf

Sep 25, 2014 17:46:00

Slyck314 wrote:
#426

MechaPilot

Sep 25, 2014 17:48:25

ChrisCarlson wrote:
#427

ChrisCarlson

Sep 25, 2014 17:50:39

Lawolf wrote:
#428

Slyck314

Sep 25, 2014 17:53:12
But you don't incorporate it into any of your assumptions. And its easily arguable that party composition is a direct prelude to tactics.
#429

ChrisCarlson

Sep 25, 2014 17:53:25

MechaPilot wrote:
#430

MechaPilot

Sep 25, 2014 17:53:34

ChrisCarlson wrote:
#431

ChrisCarlson

Sep 25, 2014 17:55:25

Gaming Truism:

 

Telling someone else they are "doing it wrong" is doing it wrong.

#432

MechaPilot

Sep 25, 2014 17:59:46

ChrisCarlson wrote:
#433

Shasarak

Sep 25, 2014 18:00:14

ChrisCarlson wrote:
#434

ChrisCarlson

Sep 25, 2014 18:00:42

MechaPilot wrote:
#435

Zardnaar

Sep 25, 2014 18:07:05

Party composition and things like feats do lean heavily towards how people "in the know" pay the game vs how people who want to have fun actually play the game. There is also a lot of ifs present for example.

 

1. IfF you have a Paladin

2. IF the Cleric or whoever has cast (or knows) the right sepll

3. IF the spellcaster manages to keep that spell up

4. IF they have chosen the right feats

5. IF feats are even allowed into the game.

6. IF you know you are going to be facing a dragon in the 1st place

 

The th save DCs do not matter. My players are getting used to being knocked on their ass all the time now, they are not used to being killed though so IDK how much things like blown saves will matter at higher levels. I do know a level 6 PC went from full hit points to 0 via a critical hit from a CR5 hill giant last night. 

 

 

 

 

#436

ChrisCarlson

Sep 25, 2014 18:07:03

Shasarak wrote:
#437

ChrisCarlson

Sep 25, 2014 18:08:07

Zardnaar wrote:
#438

ORC_Cricket

Sep 25, 2014 18:14:18

We’ve removed content from this thread because of a violation of the Code of Conduct.

 

You can review the Code here: http://company.wizards.com/conduct

 

Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively.

 

Remember, a community is a joint effort of all those involved, and while we want intelligent meaningful and productive banter to ensue we also need it to be polite and considerate of others.  

 

Thank you for your time and support as we continue to try and make a great community for everyone. 

#439

MechaPilot

Sep 25, 2014 18:26:10

ChrisCarlson wrote:
#440

Shasarak

Sep 25, 2014 18:24:23

ChrisCarlson wrote:
#441

ChrisCarlson

Sep 25, 2014 18:31:00

Karnos wrote:
#442

ORC_Cricket

Sep 25, 2014 18:33:08

We’ve removed content from this thread because of a violation of the Code of Conduct.

 

You can review the Code here: http://company.wizards.com/conduct

 

Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively.

 

Remember, a community is a joint effort of all those involved, and while we want intelligent meaningful and productive banter to ensue we also need it to be polite and considerate of others.  

 

Thank you for your time and support as we continue to try and make a great community for everyone. 

#443

ChrisCarlson

Sep 25, 2014 18:33:08

Shasarak wrote:
#444

ChrisCarlson

Sep 25, 2014 18:36:29

MechaPilot wrote:
#445

MechaPilot

Sep 25, 2014 18:39:08

Karnos wrote:
#446

Lawolf

Sep 25, 2014 18:44:09

Slyck314 wrote:
#447

ChrisCarlson

Sep 25, 2014 18:44:19

MechaPilot wrote:
#448

Orethalion

Sep 25, 2014 18:45:27

ChrisCarlson wrote:
(Reply to #405)

arnwolf666

Lawolf wrote:
#450

ChrisCarlson

Sep 25, 2014 18:48:59

Lawolf wrote:
#451

Orethalion

Sep 25, 2014 18:50:04

Samrin wrote:
(Reply to #425)

arnwolf666

Lawolf wrote:
#453

Shasarak

Sep 25, 2014 18:51:28

ChrisCarlson wrote:
#454

MechaPilot

Sep 25, 2014 18:52:30

ChrisCarlson wrote:
#455

Lawolf

Sep 25, 2014 18:54:00

arnwolf666 wrote:
#456

Lawolf

Sep 25, 2014 18:59:17

I guess that sentence at the start if the PHB about requiring magic users to play the ame was right...

#457

MechaPilot

Sep 25, 2014 19:05:46

ChrisCarlson wrote:
#458

Orethalion

Sep 25, 2014 19:05:33

Lawolf wrote:
#459

Lawolf

Sep 25, 2014 19:09:34

Orethalion wrote:
#460

ChrisCarlson

Sep 25, 2014 19:17:22

MechaPilot wrote:
#461

Orethalion

Sep 25, 2014 19:27:37

Lawolf wrote:
#462

Zardnaar

Sep 25, 2014 19:30:33

Some of the theory crafting here is funny. Last night my PCs used hypnotism to neutralise a Hill GIoant wile they focused fire on a Frost GIant.  The crappy save thing is more PCs vs NPCs as PCs get hit a llot less with save or suck type spells than the other way around. They also have more ways of buffing them than most PCs so the crappy saving throws is not only just about PCs getting hit with XYZ effect but what they can do.

 

 A single low levle spell can more or less neutralise a monster for a round or two vs focus fire form 5 PC in order to kill it. Outside of legnedary being which have the make your save 3 times per day thing that is another reason I have doubtts about this game working at higher levels.

 

If PCs were getting hit with spells every round every fight I am sure you would see more squawking on the forums about the saves being crap. One of the nasty fights I gave them was vs NPC acolytes and priests who threw a heap of hold persons and bane at the party. They had to nova off to survive that fight.

 

  The game is still kind of fun but complaints are starting to come in form my players about various things so once that new shiny feeling wears off IDK how that will work. The big ones seem to be.

 

1. Rocket tag starting from level 1, getting one shot a lot on critical hits.

2. Saving throws being meh both NPC and getting nailed with NPC spell effects.

3.Healing rates. In combat healing being hard/inefficient, short and long rest healing being to good.

 

 Fomr the DM PoV the short rest mechanics are making life harder for me. To many recharge adventures making it difficult to get pacing right. One thing keeping things in check is how hard it is to die in 5th as you get the 3 saves things and even if you flunk the 1st two you have 3 rounds minimum to tend to somoen with a healers kit, spell or class ability. We have had several sessions in a row with PCs getting one shot either by spell (fireballs), or critcal hits from bugbears/hill giants etc. 

 

 A double fireball has TPK written all over it. 

#463

ChrisCarlson

Sep 25, 2014 19:27:59

...but not before this last gem:

Lawolf wrote:
#464

EnglishLanguage

Sep 25, 2014 19:30:59

ChrisCarlson wrote:
#465

Karnos

Sep 25, 2014 19:31:03

MechaPilot wrote:
#466

Zardnaar

Sep 25, 2014 19:35:27

Karnos wrote:
#467

MechaPilot

Sep 25, 2014 19:42:27

Karnos wrote:
#468

MechaPilot

Sep 25, 2014 19:44:43

Zardnaar wrote:
(Reply to #451)

Samrin

Orethalion wrote:
#470

Orethalion

Sep 25, 2014 19:50:05

EnglishLanguage wrote:
#471

Zardnaar

Sep 25, 2014 19:51:35

MechaPilot wrote:
#472

Orethalion

Sep 25, 2014 19:52:41

Samrin wrote:
(Reply to #472)

Samrin

Orethalion wrote:
#474

MechaPilot

Sep 25, 2014 19:58:07

Zardnaar wrote:
#475

Samrin

Sep 25, 2014 19:58:21

There should be a dial to increase survivability overall from levels 1-20. Making level 1 characters a bit tougher (I'm not a fan of having to skip 2 levels when I've already lost 10 from the last edition). This is the kind of stuff that the DMG is supposed to address. Tons of optional rules. Why are people so opposed to a dial that can adjust this kind of stuff to suit the table's needs?

#476

Zardnaar

Sep 25, 2014 20:37:38

Samrin wrote:
#477

Karnos

Sep 25, 2014 20:57:29

Samrin wrote:
#478

Orethalion

Sep 25, 2014 21:05:09

Samrin wrote:
#479

Brock_Landers

Sep 25, 2014 23:37:53

Orethalion wrote:
(Reply to #455)

Ashrym

Lawolf wrote:
(Reply to #480)

1eejit

Ashrym wrote:
#482

Samrin

Sep 26, 2014 1:58:37

Again, dials solve the problem. They let everyone play the way they want. Its supposed to be a modular system, and this is easily a modular rule. 

#483

Granville7482

Sep 26, 2014 2:15:16

In any white room scenario I can imagine, my Wisdom 8 Half-Orc Sword and Board Level 20 Fighter fighting the CR 24 Big Red Dragon has bigger problems than the Fear save I will only make on a roll of a 20 + Indomitiable + Lucky

 

With a Reaction, Shield Master, Resilient (Dexterity) and Dexterity 16, on a roll of 15 I can ignore his Fire Breath which is DC 24 for 26 to 156 FireDamage. 25% Chance + There rolls from Indomitiable and Lucky, not great, not horrible. 35% Chance for a similiar character with Dexterity 20

 

That big problem is the fact that Big Red can likely drop in and slaughter my Cleric or Wizard party members with Melee attacks, and I can do very little to help them ;) Dragon will Fly into range with 80 Movement, Bite, Claw, Claw, Tail, Wings + 40 movement of Flight out, flying away and laughing.

 

It's a CR 24 Monster, it's supposed to be somewhat nasty.

 

 

 

#484

serch

Sep 26, 2014 4:56:34
Yeah, and then something comes thats going to attack the charisma or intelligence of a wise martial char, and you can only pick resilience one. Good luck saving with an 8 in the relevant attribute and no proficiency.
(Reply to #484)

1eejit

serch wrote:
#486

Granville7482

Sep 26, 2014 5:41:46

You dont have very many saves in the MM that are covered by INT or CHA saves, like 4-5 total. Mindflayer and Intellect Devowerer are pretty nasty.

 

I see no problem with a fighter being shafted on Wis/Int/Cha saves, you can't have it all and the fighter is pretty stacked as is.

 

It's nice enough you get re-rolls as class feature, I believe that Indomitable stacks with Lucky, Lucky let's you roll 2 dice, Indomitiable gives you a re-roll. That means your -1 to saves has three dice going for it to roll a 20 when the DC is above 19. It's not perfect.

 

You could put points in Wisdom or get Resilient (Wisdom) or both as that coves a wide range of nasty saves.

 

Get buffs from your party members....maybe a magic item.

 

If in theroy said fighter with -1 to Wis/Int/Cha saves had  1/2 Proficiency in them at level 20, now he's at +2 to those saves.

 

I guess every little bit helps but I think you'l find this effect more or less only protects you from weaker opponents your party is likely to step over as is.

#487

Orethalion

Sep 26, 2014 6:16:18

serch wrote:
#488

Brock_Landers

Sep 26, 2014 6:19:33

Orethalion wrote:
#489

serch

Sep 26, 2014 6:28:04
Thats not a weakness, thats autowin buttons and rock, scissor, paper gameplay with hard counters. Also known as farewell to any aspiration of tactical gameplay
#490

Orethalion

Sep 26, 2014 6:29:59

serch wrote:
#491

ChrisCarlson

Sep 26, 2014 6:31:51

serch wrote:
#492

serch

Sep 26, 2014 6:33:51
Tactics emerge from selecting between several options with advantages and disadvantages between each other. When you have a big I WIN BUTTON LOL, you dont have to choose.
#493

ChrisCarlson

Sep 26, 2014 6:41:39

serch wrote:
#494

Orethalion

Sep 26, 2014 6:45:52

serch wrote:
#495

Brock_Landers

Sep 26, 2014 6:48:32

ChrisCarlson wrote:
(Reply to #487)

Lord_Phobetor

Orethalion wrote:
#497

Orethalion

Sep 26, 2014 7:02:34

Lord_Phobetor wrote:
#498

Auticus

Sep 26, 2014 8:23:16

My very first outing back in first edition we were in a tavern and minotaurs burst in on a raid.  My fighter died.

 

I'll never forget it lol. 

#499

ChrisCarlson

Sep 26, 2014 8:26:21

Auticus wrote:
#500

Gnarl

Sep 26, 2014 8:44:18

serch wrote:
#501

Granville7482

Sep 26, 2014 9:16:04

4 Attacks + Action Surge = I win button.

 

You'll pulverize 95% of the MM with this :P

 

 

Intellect Devourer: Watch this CR 2 Brain on Legs WTFPWN everyone in your party except for Wizards!

#502

ChrisCarlson

Sep 26, 2014 9:21:20

Granville7482 wrote:
#503

Bluenose

Sep 26, 2014 9:44:59

Brock_Landers wrote:
#504

Lawolf

Sep 26, 2014 9:53:23

Bluenose wrote:
(Reply to #504)

1eejit

Lawolf wrote:
#506

Gnarl

Sep 26, 2014 10:15:32

Lawolf wrote:
(Reply to #378)

Timborama

Slyck314 wrote:
#508

Lawolf

Sep 26, 2014 10:30:06

Gnarl wrote:
#509

Ahglock

Sep 26, 2014 10:31:52

Saelorn wrote:
#510

Gnarl

Sep 26, 2014 10:41:26

Lawolf wrote:
#511

Lawolf

Sep 26, 2014 11:10:31

Gnarl wrote:
#512

Karnos

Sep 26, 2014 11:55:40

Bluenose wrote:
#513

Timborama

Sep 26, 2014 12:17:56

I actually REALLY like 5th's compromise between 3.x and 4E in the "save or die" department. They have things like the Intellect Devourer, which is similar to 4E's way of doing it (multiple attacks or saves), but they also have what I call "pseudo-save or die" effects. Several monsters say "If you fail, something bad happens. If you fail by 5 or more, you're petrified/Dead/Asleep."

 

And I think that is AWESOME. But...maybe that's me? I know somepeople really hate Save or Die effects :-x

#514

Zardnaar

Sep 26, 2014 12:50:03

Gnarl wrote:
#515

DaveDash

Sep 26, 2014 13:15:26
What some don't realise is that if Fighters win initiative, they *win* the whole fight. Anyone ever seen a Ftr/Rog Assassin at high levels? I have. As a DM you're lucky if your dangerous monsters with "save or else" abilities get to even use those abilities.
#516

Lawolf

Sep 26, 2014 13:27:24

DaveDash wrote:
#517

edwin_su

Sep 26, 2014 13:29:26

when looking at the high CR creatures and save DC they feal a bit high (but not by much).

Actual play will have to show if they are problematic (for our group)

 

Now the question is what causes these DC values to be sligtly higer then I expected them to be?

Looking trough the MM the cause seems to be that the proficiency bonus for monsters goes upto +9 while the max proficiency bonus for the players is +6.

So if we run into truble at higer levels i might consider capping the monster proficiency bonus at +6

 

 

 

(Reply to #516)

Timborama

Lawolf wrote:
(Reply to #518)

DaveDash

Timborama wrote:
#520

Ocule

Sep 26, 2014 14:18:31

Honestly this isnt something that is broken with the system saves are fine. 1) If i blow an 8th or 9th level spell on someone, my success rate should be at least 80%. High level spells are a precious resource so i am usually pretty upset if something does save. Also it ensures, unlike previous editions, there are saves you can target that your enemy isnt proficient in rather than being happy my meteor swarm sticks 20% of the time. Also there are ITEMS that aid with certain saves, like the ring of evasion basically makes it to where you wont ever fail a dex saving throw unless you are really unlucky. Plus like it was mentioned very few spells are so damning that failing a save means you lose. Dragons, can auto succeed 3 saves per day by the way.

#521

Rastapopoulos

Sep 26, 2014 14:20:18

Lawolf wrote:
#522

danyc

Sep 27, 2014 14:53:28

For the curious, this is a (very rough) breakdown of the Monstrous Manual's saving throws:

 

~50 str (vast majority vs prone, handful vs restrained or other misc movement effects, 1 stun)
~40 dex (majority area damage, a few high single target damage, a few prone/slow/etc)

~110 con (vast majority poison damage, status, or both, ~20% stun/paralyze/death/petrify, others include blindness, life drain, and long term diseases/curses)
~40 wis (~50% fear, 25% charm, 20% other disable, a few other effects including slow or disadvantage and 1 death effect)
4 intelligence (stun/psychic damage)
4 charisma (confusion, possession, psych damage and trap the soul on Acererak)
 

I didn't include the NPCs, lair actions, or count all the dragons but these don't change the overall proportions (dragons line up perfectly with con/dex for large damage or wis for frightened anyway, although the metallic dragons are unique in that the have some of the only 'serious' str save effects in the game).

 

This breakdown implies a number of things:

 

- Being bad at Con saves is going to come up the most often, by far. Most of these instances are extra damage (and most of this is poison, so Monk and Druid of the Land 10 abilities are just as relevant as proficiencies), although it includes a handful of Really Bad(tm) effects as well. Also, there's a strong double-dip effect here: the people who are the worst at these saves will also have the least HP to deal with the damage.

 

- Being bad at Dex saves, like in most editions, mostly means extra damage.

 

- Being bad at Wis saves is bad for all the reasons covered in the thread, as almost all the effects disable the target in some way. That said, 75% of the effects fall into 2 keywords with an abundance of hard counters. 

 

- While Str saves are the mildest in effect by far, they're also pretty common.

 
(Reply to #522)

AaronOfBarbaria

danyc wrote:
#524

Orethalion

Sep 27, 2014 23:54:30

AaronOfBarbaria wrote:
#525

arnwolf666

Sep 27, 2014 23:56:12

I think some of you should just adopt the AD&D saving throw system.  It seems more in line with what you want.

#526

Brock_Landers

Sep 28, 2014 0:18:45

Orethalion wrote:
(Reply to #526)

AaronOfBarbaria

Brock_Landers wrote:
#528

Shasarak

Sep 28, 2014 0:56:09

Brock_Landers wrote:
#529

Brock_Landers

Sep 28, 2014 1:02:48

Shasarak wrote:
#530

Bluenose

Sep 28, 2014 3:05:40

AaronOfBarbaria wrote:
#531

pauln6

Sep 28, 2014 4:04:00
Raistlin's 1e stats were a reflection if the fact that in 1e a wizard was simply not viable with a con penalty. From the description of the character he clearly should have lower than average con and he was correctly given con 8 in 4e. Mind you I'd also query some of the other stats compared to the characters in the books. I think Flint had 18 con for example. 5e returning to a con penalty every level has resurrected a similar issues but d6 hp at least helps. I don't think the save issue in 5e is such an issue. Min/maxers just need to be aware that there are pros and cons to having low dump stats. I personally am in favour of spreading saves more evenly as well so that so called dump stats are less obvious.
(Reply to #531)

AaronOfBarbaria

pauln6 wrote:
(Reply to #532)

pauln6

AaronOfBarbaria wrote:
(Reply to #533)

AaronOfBarbaria

pauln6 wrote:
#535

Orethalion

Sep 28, 2014 7:16:44

AaronOfBarbaria wrote:
(Reply to #534)

pauln6

AaronOfBarbaria wrote:
#537

Zardnaar

Sep 28, 2014 13:31:37

pauln6 wrote:
#538

paulstrait

Sep 28, 2014 12:49:54

pauln6 wrote:
(Reply to #538)

pauln6

paulstrait wrote:
#540

paulstrait

Sep 28, 2014 15:06:38

There was the suggestion in Dragonlance Adventures that Raistlin feigned poor health to make his enemies think he was weaker than he really was, fwiw.

#541

Karnos

Sep 28, 2014 15:33:13

An 8 con wizard in 5e would have, on average, more hp than Raistlin.  The change from d4 to d6 hit dice is a key factor. 

 

And so, going back to the orginial comment, whoever said an 8 Con Wizard was unviable, Raistlin would also be unviable, as even with his 10 Con, he had less hp than the unviably low hp 8 Con wizard.

#542

pauln6

Sep 28, 2014 15:45:44

Karnos wrote:
(Reply to #542)

AaronOfBarbaria

pauln6 wrote:
#544

Tony_Vargas

Sep 28, 2014 20:10:22

danyc wrote:
#545

pauln6

Sep 29, 2014 0:02:08

AaronOfBarbaria wrote:
(Reply to #544)

danyc

So... Yeah, I'm glad my totally throwaway comment provoked a debate about Ye Olde Offycyal Charactere ſtatiſtics but obviously not the point.  

 

Generic 8 Con Wizard is still a bad idea. Probably a worse idea than Wis 8 Fighter, since taking damage is a lot more universal than status effects, even ignoring the potential keyword immunities that are easy to pick up. The game has many, many things like this, where playing a particular type of character will be hard or even suicidal, such as playing a character with a low primary stat for their class, playing poorly thought out multiclass characters with non-complimentary abilities, etc. But this is part of the game, and always has been, to varrying degrees. 5e is more forgiving than 3e, but less than 4e.  

 

Tony_Vargas wrote:
(Reply to #522)

WCU_Scout

danyc wrote:
#548

Rastapopoulos

Sep 29, 2014 9:42:41

 

It's sort of pointless to wonder what Raistlin's Constitution should be in 5e.

 

Back in 1e and 2e ability scores were a descriptor of your character. They represented the innate physical and mental condition/aptitudes of the character. And because of that you never raised your ability scores (except through very exceptional means), they weren't a representation of training or technique. Raistlin would have a low Con (whatever the exact number) to represent his sickly physique.

 

D&D has long since moved away from that definition of ability scores. They are now just numbers on a sheet that are used to calculate other mechanical factors. With the enourmous ammount of ability increases you have nowadays it is very unlikely that any character, wizard or otherwise, would stay under such poor physical conditions as Raistlin, were Constitution still a measure of a character's innate physical resistance. Since he could very easily just raise that ability.

 

What I mean is, with a system that lets you so easily raise abilities, using for example Constitution to "describe" a character as sickly of physically weak wouldn't work. Raistlin, being a high-level wizard as he's become, would have no doubt raised his Con score since his health was his major weakness and left him often in life-threatening situations.

 

So if you actually want to express in this new system a PERSISTENT condition of a sickly character, just a low Con wouldn't do as it can very quickly be overcome by ability increases. You'd need some other sort of mechanics like a permanent drawback on the character's sheet somewhere.

#549

ChrisCarlson

Sep 29, 2014 10:03:23

Rastapopoulos wrote:
(Reply to #549)

Timborama

ChrisCarlson wrote:
#551

pauln6

Sep 29, 2014 11:36:43

Rastapopoulos wrote:
#552

Rastapopoulos

Sep 29, 2014 14:01:12

pauln6 wrote:
#553

pauln6

Sep 29, 2014 16:10:18

I'm not sure that stat booss are necessary at all but I am finding that my players get twitchy if they don't have 18 in their main stat.  I think it's a hang over from 4e.  Coming from 1e I think 16 should be enough and in fact my own character has 15 and 14 in her class stats.  I'll have to see how well she plays in practice.  To me 16 is exceptional and 18 is top of your game.  That our group have 4 out of 7 characters with 18+ Dex makes me sad.

#554

Lawolf

Sep 29, 2014 16:20:34

pauln6 wrote:
#555

pauln6

Sep 29, 2014 16:32:51

Lawolf wrote:
#556

Tony_Vargas

Sep 29, 2014 22:23:19

pauln6 wrote:
(Reply to #554)

arnwolf666

Lawolf wrote:
(Reply to #554)

AaronOfBarbaria

Lawolf wrote:
#559

Zardnaar

Sep 30, 2014 3:10:15

AaronOfBarbaria wrote:
(Reply to #559)

arnwolf666

Zardnaar wrote:
#561

Karnos

Sep 30, 2014 5:00:37

Lawolf wrote:
#562

Lawolf

Sep 30, 2014 9:24:07

Karnos wrote:
#563

pauln6

Sep 30, 2014 10:53:13

Halving the bonus on attack rolls puts you more in line with earlier editions but while still giving something for the higher stats:

 

S12-13 +0/+1

S14-15 +1/+2

S16-17 +1/+3

S18-19 +2/+4

S20 +2/+5

 

Of course there is still a massive incentive to get an 18 for an extra +1 to attack, but doing this does free up a bit more room for magical, class feature, and feat stacking I guess.

#564

Zardnaar

Sep 30, 2014 11:25:44

 Castels and Crusades uses the BECMI stat modifiers. For scores higher than 18 IIRC you get +1 every two levels after 19 up to a limit of 30. 20 is +4, 22 is +5, 24 is +6 etc. That is deity territory though I do not think you can get your stats much higher than 18 even with wish spells and magic. You might be able to get dex to 19 as all classes get +1 dex at level 15 or something.

 

 18 is nice to have in BECMI games but the goal is really 16 to get a +2 modifer. We used 3d6 in ACKs and one PC had no score higher than a 15 which is only a +1 bonus and I think only the fighter had an 18. Monsters are a lot weaker so the incentive to get a 16 or 18 at all costs is reduced IMHO.  You do not have AC 18 hobgblins with +3 to hit and a potnential +2d6 damage to scare the crap out of you. 

 

 Hobgoblin  BECMI style

 

HD 1+1 hp 6

At +0 to hit, dmg 1d8

AC 13

 

 Thats more or less your hobgoblin stat block. A lvl 1 fighter (AC 16 chain+shield) and +1 to hit via 13 strength works fine. 

#565

Bluenose

Sep 30, 2014 11:59:56

Zardnaar wrote:
#566

dmgorgon

Sep 30, 2014 12:11:34

Why can't the game be more dangerous at high levels?     

 

 

#567

Lawolf

Sep 30, 2014 12:14:42

dmgorgon wrote:
#568

Zardnaar

Sep 30, 2014 12:17:17

Bluenose wrote:
(Reply to #561)

arnwolf666

Karnos wrote:
#570

Karnos

Sep 30, 2014 17:40:47

arnwolf666 wrote:
(Reply to #43)

arnwolf666

MechaPilot wrote:
#572

Brock_Landers

Oct 05, 2014 2:24:01

Lawolf wrote:
#573

Uchawi

Oct 05, 2014 5:18:29

Have you played it?

#574

Brock_Landers

Oct 05, 2014 5:21:14

Uchawi wrote: