So What Is Actually Broken in 5E?

Post/Author/DateTimePost
#1

Zardnaar

Feb 22, 2015 15:19:25

So 6 months+ on what do you think is actualy broken or OP in this game? Early on I was laughed at for claiming things like bless are broken but over at ENworld sure enough a lot of the power builds are built around abusing sharpshooter/great weapon master. There are also threads like this one.

 

http://www.enworld.org/forum/showthread.php?420955-Warcaster-polearm-master-and-learning-to-love-the-optimizing

 

 This one is bout yeah old warcaster+polearm mastery+eldritch blast combo. Eldritch blast is a recurring favourite it seemsas it is only a 2 level dip so any charisma based class gets a great damage boost from a 2 level dip in warlock. The Sorlock is still one of the leaders in uber damage builds  (Sorcerer XYZ, Warlock2) due to metamagic. In game the Sorlock is a very easy build and it has great nova potential.

 

  Sharpshooter+Crossbow expertise is more or less the most powerful martial combo in the game due to the archery style and this combo removes the drawbacks of using archery in melee. Depending on how you rule hand crossbows over needing a free hand to use it dual wielding a crossbow is a mugs game as you can get the same effect using 1 hand cross bow and using a shield. High AC+ uber damage+ versatility at range. Dex based missile fighter has some of the highest DPM in the game and breaks the game reaosnably early as you do not need to be level 20 as 4 attacks a turn or 7 with action surge at level 11 and +10 damage on each attack is kind of nuts.

 

The other similar combo is great weapon master+ polearm master. Simialr deal cheese lots of attacks and add +10 damage to each attack. Great Weapon Master also works well by itself or cheesed up with a half orc. The combo is a great one as long as you can negate the -5 penalty to hit.

 

 Accuracy fishing. Even without the -5/+10 damage combos you deal more damage by hitting your opponent more. Bless is still great at doing this and it is actually better than most other buff spells in the game through to level 3 spells anyway. Most of the time it is better than haste as well cast in a level 3 slot as you can get 5 members with its effect and as an added bonus buffs your save.

 

Not sure what they were thinking when you compare the effects of this one spell to other buff spells such as divine favor, haste, and maybe even improved invisability. Getting advantage is also the other great way to buff accuracy and for the most part this means spell effects (faerie fire, paralysis spells, greater invisability, foresight etc) but at will shove prone effects like shield mastery also work well. Accuracy buffs feed into the -5/+10 damage feats very well of course. 

 

Individual spells broken all by themselves. They worked hard to avoid these but a few slipped through the gaps. Contagion, Foresight, Force Cage and Ottos Irrestible Dance my be the leading contenders ATM. I have used Ottos Dance on a Dragon and for 1 round there is no save and you grant advanatge to everyone else with that spell. I suspect foresight may make higher level games more or less unplayable all by itself, contagion is just stupid.

 

Mutliclassing. You can't level dip as well as you can in 3E but there are still some great combos available. A land Druid splashing a single level of life cleric gets an uber amount of healing it seems. Splashing a level of cleric is also a good way to pick up heavy armor proficiency for free. Starting as a fighter and then multiclassing into a spell casting class is also a great idea espicially for gish type PCs and I consider this a no brainer option for bladelocks. This type of bladelock below level 11 deals more damage than a fighter, has more hit points and ais stickier than a fighter, has more versatility than a fighter and is better at range than any other fighter short of a sharpshooter+crossbow expertise fighter and it is roughly on par with any other ranged PC using the sharpshooter feat by itself. The 1 level fighter dip is more or less 3 feats rolled into one- resilient constitution, heavy armor, and secon wind+weapon style. 

 

 Other funny combos have been discovered like how shield master feat interacts with hex and enhance ability. One can actually knock giants prone if you get inventive enough. The half elf may be a little OP as opposed to out right broken. If feats are not being used I can not see to many default humans being used due to the half elf.

 

 So where are my players at now? They have moved away form the uber damage builds as they kind of wreck the game and they are now aiming more for versatilty and high damage builds but not so broken as to cause massive  problems. Some of the solutiopns they are looking for enable various builds to not suck or be trap options or they are looking for ways to make hit points go further. Rather than destroy everything with great weapon master they are mor interested in its cleave effect or adding an extra 1d6 to all damage via hex/hunters mark is more interesting to them. They are also trying to have everyone contribute a bit more to combat to get roughly similar DPM spread out over multiple PCs rather than having 1 or 2 PCs in the party who are broken and concentrating more on defenses as glass cannon PCs often lead to arms races.

 

Current party level 5.

1 Bladelock (fighter 1/Warlock4) fiend pact, drains hit points.

1 Life Cleric (walking bandaid with warcaster and healer feats)

1 Paladin (Green hippie build)

1 Sorcerer Dragon Fire.

 

We are also rolling stats a lot more which is reducxing pressure on taking stat buffs and aiming for the most powerful feats. 

 

Similar post on ENworld.

http://www.enworld.org/forum/showthread.php?422517-Analyzing-5E-Overpowered-by-design

#2

Catodon

Feb 22, 2015 16:28:47

 

I haven't had enough table play with the kinds of people where these become an issue so can't judge

BUT I think a lot (not all) of these issues could be avoided by removing multiclassing. In 5e each class coveres a greater range of concepts (concept not builds) so multiclassing is not needed for most character backstories. Here's an out-take from my 5e review in RPGreview25

 

Multiclassing, a vestigal limb

When a character gains a level they can choose to add a level in a new class provided they have 13 in an ability score

related to the new class. Traditionally, this was used to support concepts like a burgler who knows a few useful spells.

In D&D 3e and the large number of games modelled after it such as Pathfinder and Fantasy Craft the best option for

some character concepts was a prestige class requiring careful planning at low level to meet the requirements for entry

at high level.

Like most previous editions of the game D&D5e has multiclassing. However, in 5e I feel multiclassing should be a last

resort. Most classes support more character types now and feats and background really broaden the range of concepts

covered. My advice come up with your concept, pick a class that covers the most important parts of the concept, use

background, archetype, and feats to get the rest of the features of your concept if you can. For example, why be a

fighter/wizard when Fighter (Eldritch Knight) with Sage Background and perhaps the Magic Initiate feat does most of

the same stuff? Alternatively, maybe a Warlock (Great Old One) with Soldier background and Moderately Armored

feat could cover your concept. Since Classes are broad and Backgrounds and feats further broaden the options all those

niche classes and prestige classes of previous editions are not really necessary. Multiclassing used to be your goto

option for a lot of concepts in earlier editions. In 5e multiclassing is best regarded as a last resort.

 

#3

warpiglet

Feb 22, 2015 16:52:18

 

 

 

So easily avoided...most op options come from liberal reading of rules and multiclassing cheese.  That said, would like less synergy with feats and multiclassing where appropriate.  Frankly, they have done a good job overall since almost all choices HURT

 

 

#4

FrogReaver

Feb 22, 2015 17:00:44

Broken is a fairly subjective term....

#5

Tempest_Stormwind

Feb 22, 2015 17:30:55

warpiglet wrote:
#6

Vahnyu

Feb 22, 2015 18:10:13

The only time multiclassing will become trully obsolete as an option, will be when D&D ditches classes alltogether and present the option of poit-buy class creation. Even then, as long as D&D doesn't ditch classes completely, keeping them as a simple alternative to point-buy class creation, multiclassing would still be a requirement for creating the character you want.

 

And a good thing that, since multiclassing is where D&D's class system is best at. 4E's multiclassing was thoroughly lackluster at best, thanks to the way classes progressed. On the other hand, 4E's Hybrid rules were the second best thing to happen to 4E. That, more than any other option, let the classes blend roles and flavor, giving them a breath of fresh air.

 

The first best thing was the Monk, from the same book, for your information :P .

#7

Mind_Flayer_Monk

Feb 22, 2015 18:11:32

Multiclassing and feats are optional rules and in the optional rules chapter. I don't consider them broken because they are optional.

 

"Individual spells" can be broken though.

#8

strider13x

Feb 22, 2015 18:42:20

What I find most broken are players who create "builds" rather than "characters".

#9

Coredump00

Feb 22, 2015 19:04:03

Zardnaar wrote:
(Reply to #8)

FrogReaver

strider13x wrote:
(Reply to #9)

FrogReaver

consider a character that can hit on a 2 or better with the -5.  Now consider that he still hits on a 2 or better without the -5/+10....

 

Consider that the higher your chance to hit is the closer you get to overcoming that -5.  However the lower your chance to hit is the more it impacts you. 

 

Fir all intents and purposes you negate it by adding easy to get advantage and attack rolls boosts.

 

 

Coredump00 wrote:
(Reply to #7)

FrogReaver

Mind_Flayer_Monk wrote:
#13

Zardnaar

Feb 22, 2015 19:31:34

FrogReaver wrote:
#14

FrogReaver

Feb 22, 2015 19:31:12

 

What is broken?  Certain Combos.  Nothing in the game that I can think of is stupidly strong by itself.

 

The most commonly listed broke abilities are:

 

Bless

Polearm master

Crossbow expertise

Great weapon master

Sharpshooter

 

eldritch blast

Quicken spell

Scorching Ray

 

 

A few specific high level spells.

 

 

I submit that that none of these abilities is too strong by itself.  

#15

FrogReaver

Feb 22, 2015 19:35:58

With that said...If I was to list one thing as broke I'd list it as the monks ability to stun an opponent.  Maybe I'm overrating it but it seems to be too good to me.

#16

Tempest_Stormwind

Feb 22, 2015 20:45:57

strider13x wrote:
#17

abs1nth

Feb 22, 2015 20:49:29

I think bless is really unbalanced. It's broken in the sense that it overshadows so many other spells. 

 

Guidance is also terribly designed and gets broken when you use it effectively which I think is a good way tell whether something is well designed or not. The smart thing to do shouldn't be the thing that makes it janky, disruptive - it should be the natural thing to do.

(Reply to #11)

Coredump00

FrogReaver wrote:
(Reply to #18)

FrogReaver

Provably false lol.  It's actually demonstrably true...

 

Coredump00 wrote:
#20

kalil

Feb 22, 2015 21:02:18
You forgot summon woodland thingies. And summon familiar. Permanent advantage, ultimate scouting and at-will flight (if you are small) all at level one. And at the other end of the spectrum stuff that is laughably horrible like the beastmaster ranger. Sometimes I wish they had playtested this product for two years or something.
#21

Mistwell

Feb 22, 2015 21:14:51

FrogReaver wrote:
#22

cassi_brazuca

Feb 22, 2015 21:28:20

Nothing like a trip in the forums to make a time travel. So, we are back to “the fault of the rules-breaking is the player!” Or “the fault of the rules-breaking is the DM who didn’t use his/her ultra-special ban ability!”.

I’m not saying that DMs shouldn’t ban things that seem horribly broken. I’m saying that, if I ever buy this game, I won’t be looking to finish the rules for WotC. That’s not my job, that’s their job.

But then people say “But every system has broken things (to a certain degree)!” But, they forget that they also say “No system is perfect!”. I just wonder…

Seriously, people, stop blaming players or DM. This is getting old really fast. Again. I speak this because of more than one discussion.

(Reply to #18)

Macv12

Coredump00 wrote:
#24

Byakugan01

Feb 22, 2015 22:00:03

My short list of broken stuff.  As in either signifigantly weak and 'useless' or not working as intended/makes no sense.

 

 

Find Steed.....really needs errata.  Your horse shouldn't be double casting Cone of Cold.

 

Potent Cantrip- Sounds like it got changed between beta and live.....Is effectively useless as is.....there are only 2 wizard cantrips it can work on at all....and neither of them are evocation spells...Needs to go back to half damage on a miss.

 

All abilities that grant access to cantrips.  Magic Acolyte, Spell Sniper...etc...Should all allow you to use your 'normal' casting stat instead of the original....Pretty useless to get any attack cantrip if u are forced to use your +1 stat on attack rolls.  This would at least allow for some choice diversity. 

 

Simulacrum....obviously broken.

 

Spell Casting services.....Should include an option for Wizards to rent 'access' to spell books to access new spells for the standard rates.  This is more a change for AL. 

(Reply to #22)

CCS

cassi_brazuca wrote:
#26

Zardnaar

Feb 22, 2015 22:56:24

Macv12 wrote:
(Reply to #26)

FrogReaver

Thanks for doing the math

 

 

Zardnaar wrote:
#28

1eejit

Feb 23, 2015 2:05:20

Force Cage isn't broken. The no-save is balanced by the DM adjudicating what enemies can fit inside. "Size" categories only refer to the space controlled by the monster in combat.

 

PHB 191 wrote:
#29

Psikerlord

Feb 23, 2015 3:26:13

In my experience, the undesirable stuff  (either coz it's OP, or broken, or recreates the godawful "striker" role of 4e):

 

(1) The -5/+10 mechanic. Easy fix, make it +1 stat instead, turn them into half feats (we did this, works nice).

(2) The summon pixies spell. Delete the line about obeying orders. Works better, caster has to bargain with his creatures if he wants them to cast lots of spells.

(3) Passive perception is broken vs static DCs like traps. Fix: dont use passive perception, just roll like we have for years across many different systems. If  it aint broke...

(4) Crossbow expert removing disad from melee shooting. Easy fix: change to +1 Dex, half feat, instead.

 

That's pretty much it. I should confess I dont allow multiclassing, which takes out a raft of optimising options. I do use an injury and setbacks table for hitting zero hp to discourage whack-a-mole yoyoing, and I've removed revivify, raise dead and resurrection from PC spell lists. Death is pretty permanent in my games.

 

PS - Contagion isnt broken. As I read it , bearing in mind DMG section on diseases, the effect doesnt happen till you fail 3 saves, not the other way round. So it's actually a real slow acting spell, that yeah, spreads disease to others. A contagion, even. 

 

#30

Zardnaar

Feb 23, 2015 3:45:34

Updated the OP with a link to similr post on ENworld. 

#31

mellored

Feb 23, 2015 8:59:05

I made my list here.

 

IMO: the only "broken" thing is simulacrum spam.

#32

rampant

Feb 23, 2015 9:32:12

Divine casters and to a lesser extent wizards, I mean casters cherry picking their powers is pretty iffy to start with but not being forced to pay opportunity costs at all is just rediculous.

(Reply to #27)

Coredump00

FrogReaver wrote:
#34

feartheminotaur

Feb 23, 2015 10:20:04

So what is actually broken?  Nothing.  Nothing is broken. 

 

I have yet to see anything listed here that would legitimately 'break' an actual at the table game.  Sorry MC luddites, but the dreaded EB/Quicken/Scorching Ray is not going to break a game. Same really for every "uber damage" build.  They are a problem if, and only if, throwing hit points at the player is the only way a DM can challenge them.  Even simulacrum spam, probably the closest thing to 'broken' listed here, requires a 17th level caster and some investment. 

 

In any event, even if you feel something is 'broken', don't allow it.  Since 'broken' is going to be a subjective, individual opinion (e.g., GWM), calling for WOTC to 'nerf' spells, feats, whatever because you don't like them (or can't DM around them) is pretty selfish.

 

/my two cents

 

#35

Kalani

Feb 23, 2015 10:36:55

An example of something I did to challenge my players recently - 

 

  • I had one of the mini-bosses in HotDQ separate the players by pulling one PC inside, and then slamming the door shut, and placing their back to the door. This prompted the other PCs to rush around the building to the other entrance as there was little chance of opening that door (the base DC was 20 to break the door down as per the adventure). I would give them disadvantage on their checks due to the mini-boss holding it closed with their body weight). 
  • In that same episode, I had the Episode boss launch an ambush on the PCs. This prompted them to think strategically on their feet, leaping from a 2story window in order to regain tactical advantage. It was a touch and go fight that took 2 1/2 hrs to finish due to all the factors/tactics involved.

And this was in the precon adventures for AL (wherein I was largely straightjacketed as to what I could do to mix up the encounters).

#36

mellored

Feb 23, 2015 10:38:28

Basic Attack:

1d8+5 * 50% = 4.75

 

+Sharp Shooter

= +0.125

 

+archery style

= +0.95

 

+bless

= +1.1875

 

+advantage

= +2.375

 

archery style + sharpshooter (1.075 expected).

= +2.075  

(+1 damage synergy bonus).

 

archery style + sharpshooter + advantage (3.45 expected)

= +6.51125

(+3 damage synergy bonus).

 

archery + sharpshooter + advantage + bless (4.6375 expected)

= +9.3753125

(+4.7378125 damage synergy bonus).

#37

mellored

Feb 23, 2015 10:53:00

feartheminotaur wrote:
#38

Kayal

Feb 23, 2015 12:17:15

Coredump00 wrote:
#39

Zardnaar

Feb 23, 2015 12:29:58

Coredump00 wrote:
(Reply to #38)

Bluenose

Kayal wrote:
#41

Zardnaar

Feb 23, 2015 12:32:41

Bluenose wrote:
#42

Pompadour64

Feb 23, 2015 13:17:57

Advantage is not a flat bonus. It can't be boiled down to a given plus. There's a very useful table that gives percent increases in this article if you're interested:

http://onlinedungeonmaster.com/2012/05/24/advantage-and-disadvantage-in-dd-next-the-math/

#43

Zardnaar

Feb 23, 2015 13:21:02

Pompadour64 wrote:
(Reply to #38)

Coredump00

Kayal wrote:
#45

warpiglet

Feb 23, 2015 14:17:38

 

I would like to be objective but this is so much opinion...

For the most part this is the best balance I have seen in dnd.  Mind you, party was implicit in AD&D 1st edition since you could disrupt any spell with a shove but with this edition and a point buy everyone has an impact on the game.  Hell, even high stat guys don't run away with it!  Good job wotc!  Terribly shocked surprised and happy at how well done it is

(Reply to #39)

Coredump00

Zardnaar wrote:
(Reply to #41)

Coredump00

Zardnaar wrote:
#48

Zardnaar

Feb 23, 2015 14:59:04

Coredump00 wrote:
#49

Kayal

Feb 23, 2015 16:36:25

Bluenose wrote:
#50

Zardnaar

Feb 23, 2015 17:23:57

Kayal wrote:
#51

Kayal

Feb 23, 2015 17:31:43

Zardnaar wrote:
#52

Tony_Vargas

Feb 23, 2015 19:46:15

I'm sure people will be able to find plenty of "broken" bits in 5e, just like in any game with the complexity of an RPG.  

 

I just don't think it's that important an issue.  5e isn't designed with balance in mind, but with flexibility in mind.  If you want balance, you, as DM, can impose it, or you, as a player, can exercise restraint and decline to abuse the system.

 

It's only broken to the extent that you choose not to fix it up to your own standards.

#53

MardukBathory

Feb 23, 2015 19:56:49

Isn't this the point of challenge ratings? If combat is too easy fight something harder. Maybe give out less XP.

#54

FallingIcicle

Feb 23, 2015 21:00:21

There aren't very many things in 5e that are "broken." Among the few that are are the summoning spells that summon/create multiple creatures (animate dead, conjure animals, conjure woodland beings, etc.), polymorph, true polymorph, simulacrum and wish.

 

The animate/summoning spells wreck the action economy and make beast master rangers cry. Plus, the options within the spells themselves aren't even balanced with each other. Summoning multiple creatures is significanlty more powerful than summoning single, higher level creatures. Summoning one CR 2 creature is nowhere near as powerful as summoning 8 wolves or pixies, for example.

 

Polymorph is broken because it lets you assume forms 3 times as powerful as a druid of the same level. Being able to turn into a T Rex at level 8 is just ridiculous. True polymorph is broken because it can be made permanent, removing the concentration limitation. It's also broken for allowing you to transform someone into creatures that should be a match for the entire party, such as ancient dragons. It's even worse when you combine it with simulacrum (a spell that is already bad enough by itself), because you can create a simulacrum and then transform it into an ancient dragon (or whatever).

 

Wish is broken because of its its ability to duplicate spells that have expensive material components for free. Back in 3.x, wish had an experience point cost to deter abuse, but there is no such cost for using wish this time around. The chance of never being able to cast wish again doesn't apply when you use it to duplicate lower level spells (even though that's the most powerful thing it can do). This is especially problematic when you use it to duplicate simulacrum, giving you a free copy of yourself or someone else every day. All that stuff about having to normally spend money to heal it or it not regaining spell slots doesn't matter when you can just create a new one every day for 0 gp.

 

[Edit] I forgot wall of force and forcecage. These spells let you trap creatures with no saving throw, and most creatures can't escape (not many creatures can teleport or cast disintegrate). Forcecage is especially problematic, because the cage version lets you shoot the creature with ranged attacks. Unless it has ranged attacks of its own, you can do so from complete safety.

 

All that said, even the most broken things I've found in 5e don't come close to the game-breaking horrors that people can unleash in 3.x or Pathfinder.

#55

Psikerlord

Feb 23, 2015 23:27:43

Coredump00 wrote:
#56

mellored

Feb 24, 2015 5:22:23

FallingIcicle wrote:
(Reply to #54)

feartheminotaur

FallingIcicle wrote:
(Reply to #38)

FrogReaver

Kayal wrote:
#82

FallingIcicle

Feb 25, 2015 5:19:31

Kayal wrote:
#83

Vahnyu

Feb 25, 2015 5:48:48

FallingIcicle wrote:
#84

mellored

Feb 25, 2015 6:38:33

simulacrum is broken, because a simulacrum can cast simulacrum, giving you multiple copies. this get's around the obviously indended limit of 1. with a large supply of rubies, and time, you can make an army of clones. which is still manageable by most DM's.

wish just drops the ruby and time requirements. allowing you to get an army of clones for free, and 7200 times faster.

#85

Mephi1234

Feb 25, 2015 7:08:53

I would think its safe to say that a Simacrum was never meant to be able to create a second Simacrum.   I'd say that counts as casting the spell again.   

 

You know what the funny thing about so-called rule lawyers is?    Actual law relies heavily on determining the actual intent of the people who wrote the law in the first place.   Rules lawyering relies on going purely by what's on the books, irregardless of how it was meant to work by the designers.

 

 

#86

Vahnyu

Feb 25, 2015 7:37:18

You assume that Law works more than half as intended. That's very much not the case.

#87

mellored

Feb 25, 2015 8:19:30
I agree it's not intended.
#88

Kayal

Feb 25, 2015 9:55:14

Vahnyu wrote:
#89

Brock_Landers

Feb 25, 2015 10:02:53

Kayal wrote:
#90

Mommy_was_an_Orc

Feb 25, 2015 10:04:33

mellored wrote:
#91

Brock_Landers

Feb 25, 2015 10:08:15

Reius wrote:
#92

mellored

Feb 25, 2015 10:33:42

Kayal wrote:
#93

SleepsInTraffic

Feb 25, 2015 10:44:13
So #1 The copy made is not a creature, it is an illusion, an effective illusion but an illusion non the less. So no copying copies #2 it uses the statistics of the base creature. Those statistics include expended spell slots, namely that they are expended and can never be regained. So if you use wish to make a simulacrum of yourself it doesn't have a 9th level spell slot. It will need to use a 7th level spell, 1500gp in rubies, and 12 hours, to copy the original caster because it can't copy itself. Yes the original caster can rest regain its 9th and then get copied by its copy, then the rest can use wish to make copies of the original, but this is abuse of the wish spell not simulacrum itself. Literally if you take wish out of the equation it becomes unsustainable to keep making copies. I say it becomes unsustainable because a 7th level slot dispel magic can instantly kill a simulacrum from 120 feet away no save, no caster ability check, no nothing, merely target and dissolve, so a few level 13 casters pretty much cornhole the whole plan once they figure out what's going on. Heck a 6th level caster that gets lucky on the dispel check (roles a 13 or higher) can stop a simulacrum dead in its tracks. So in this instance the problem isn't simulacrum it's wish (allowing you to break out of the two copies a day limit), and wish is always problematic. If you are stuck in the 2 Simulacrums a day cycle 3 level 13 casters are a hard counter to the stratagem, they can kill them faster than they can be made.
#94

Kayal

Feb 25, 2015 10:44:33

mellored wrote:
#95

Orethalion

Feb 25, 2015 11:06:16

Kayal wrote:
(Reply to #95)

SleepsInTraffic

Orethalion wrote:
(Reply to #95)

feartheminotaur

Orethalion wrote:
(Reply to #97)

SleepsInTraffic

feartheminotaur wrote:
#99

mellored

Feb 25, 2015 11:57:20

SleepsInTraffic wrote:
(Reply to #99)

SleepsInTraffic

mellored wrote:
#101

ChrisCarlson

Feb 25, 2015 12:26:44

I cannot quite grok why the last sentence of the spell's description uses a plural?

(Reply to #101)

feartheminotaur

ChrisCarlson wrote:
#103

mellored

Feb 25, 2015 13:09:04

ChrisCarlson wrote:
(Reply to #101)

feartheminotaur

ChrisCarlson wrote:
#105

ChrisCarlson

Feb 25, 2015 14:00:12

Wha... Huh?!

 

"...duplicates..."

 

The sentence defeats itself. Each use of the spell creates a single "duplicate creature". Every time you cast the spell, any duplicates you've made previously are destroyed. How can there ever be more than one duplicate for "any duplicates" to be necessary?

 

Thus, my comment. Not sure why you'd need Goggle first for any of that.

 

mellored is more likely right...

#106

Psikerlord

Feb 25, 2015 14:19:54

Mephi1234 wrote:
(Reply to #105)

feartheminotaur

ChrisCarlson wrote:
#108

ChrisCarlson

Feb 25, 2015 14:37:32

Here we go right on cue. As usual, someone makes a half-handed comment about something obvious, and the chain of contrarian, argumentative, logic-pretzeling comes flowing out of the darkness...

 

Also, your argument from authority is a falacy.

 

Also also, it would be the "the duplicate created..." just as easily. So still no.

 

Also also also, your guessing. Plain and simple. You can't know any of what you just professed as fact*. But you keep speaking with a matter-of-fact tone.

 

(*unless you are this "professional editor" of which you speak.)

#109

mellored

Feb 25, 2015 15:03:02

There is nothing grammicly incorrect about the sentence.

#110

MykeSchultz

Feb 25, 2015 17:52:15

I find a few things problematic (namely, what is commonly mentioned)- but nothing that giving monsters max hp can't control for; but the "broken" thing is simulacrum spam. But I also reject the notion that "its the DM's fault" whenever the designers design a game element that turns out to be problematic. Sure, rpgs are hard to design without flaws, but it's not "rocket science." I'm tired of the excuses, and apologetics, frankly.

But what I find most broken is the idea/notion, "rule zero," that the DM is always right. I don't mean to troll, but I'm so tired of hearing about the DM is always right, and, whatever the DM wants, it's up to the DM, etc. I think it gives too much power to the DM--- and lets face it, the DM is biased in his or her vision of the game (I've yet to meet one in 35 years who was not). The more you can control for that, the better imo. And the more solid the rules, the more you can control for it. But, "passing the buck" onto the DM for game design flaws- expecting the DM to fix things isn't cool either (unless, WotC sends him or her a paycheck). That said, there is also a lot of player cheese out there too. So, player cheese is the player's fault. Game design flaws are the designer's fault. I'm fine with the DM putting the hammer down on player cheese- but I must say, I'm not a fan of making the DM the designer of the game rules- it's too subjective imo- it creates problems (at least, the DM should call for a vote- instead of the notion that "the DM is always right"). I know this is an unpopular position (especially, with the gonadgrods), but that's how I feel.

Thus, I would say I find Simulacrum spam broken, and "Rule Zero" broken.

#111

Kayal

Feb 25, 2015 17:50:05

Kayal wrote:
#112

Brock_Landers

Feb 25, 2015 18:17:52

Yeesh, all this over one spell.  I like the passage in the 1st Ed PHB that explains a DM may augment, diminish, add, delete, and/or alter spells with impunity.

#113

FallingIcicle

Feb 25, 2015 18:31:46

Vahnyu wrote:
#114

Kayal

Feb 25, 2015 18:56:35

Brock_Landers wrote:
#115

Brock_Landers

Feb 25, 2015 19:03:57

Kayal wrote:
#116

Vahnyu

Feb 25, 2015 19:06:11

FallingIcicle wrote:
#117

Mommy_was_an_Orc

Feb 25, 2015 20:35:42

Vahnyu wrote:
#118

MaXimillion_Zero

Feb 25, 2015 20:44:50

feartheminotaur wrote:
#119

FallingIcicle

Feb 25, 2015 23:33:14

Vahnyu wrote:
#120

Mephi1234

Feb 26, 2015 7:51:49

MykeSchultz wrote:
#121

Kayal

Feb 26, 2015 10:12:52

Mephi1234 wrote:
#122

Brock_Landers

Feb 26, 2015 10:21:53

Kayal wrote:
#123

Kayal

Feb 26, 2015 10:57:44

Brock_Landers wrote:
#124

Vahnyu

Feb 26, 2015 17:05:46

MykeSchultz wrote:
(Reply to #118)

1eejit

MaXimillion_Zero wrote:
#126

edwin_su

Feb 27, 2015 1:18:16

1eejit wrote:
(Reply to #125)

Reius

1eejit wrote:
#128

Mephi1234

Feb 27, 2015 5:01:05

What do I think is actually broken  in 5e?    The Ranger class.   And not in a good way.    More in the barely functional way.

(Reply to #125)

Farmer42

1eejit wrote:
#130

kalil

Feb 27, 2015 5:23:02

Farmer42 wrote:
#131

mellored

Feb 27, 2015 5:37:40

Mephi1234 wrote:
#132

Kayal

Feb 27, 2015 5:40:09

kalil wrote:
#133

Kayal

Feb 27, 2015 6:07:57

mellored wrote:
#134

MaXimillion_Zero

Feb 27, 2015 6:19:05

Reius wrote:
#135

mellored

Feb 27, 2015 6:28:10

Kayal wrote:
#136

mellored

Feb 27, 2015 6:32:46

MaXimillion_Zero wrote:
#137

ChrisCarlson

Feb 27, 2015 6:47:27

Bah I say! The Bahamas, Belize, the Cayman Islands, Palau, and the United States have it right. The rest of the world is crazy!

(Reply to #134)

SleepsInTraffic

MaXimillion_Zero wrote:
#139

kalil

Feb 27, 2015 8:53:20

SleepsInTraffic wrote:
#140

Kayal

Feb 27, 2015 13:45:39

mellored wrote:
#141

Brock_Landers

Feb 27, 2015 18:27:33

I try to drive on the right side of the road, over here, in the old UK, but, man, they keep giving me aggro.

#142

arnwolf666

Feb 27, 2015 19:50:38

Broken

     Halfling Lightfoot Rogue with Expertise Stealth, even more so with the Thief Archetype gaining advantage on Stealth checks.

#143

FuelDrop

Feb 28, 2015 0:46:47

I'll tell you what's broken: My players handbook. Damn glue!

(Reply to #141)

Reius

Brock_Landers wrote:
(Reply to #134)

Reius

MaXimillion_Zero wrote:
(Reply to #141)

1eejit

Brock_Landers wrote:
#147

Tony_Vargas

Feb 28, 2015 11:09:43

Apart from class balance, encounter balance, and what little there is of a skill system, there's really nothing all that 'broken' about 5e.  Especially not in the sense that folks have been picking apart the Simulacrum spell.  Sure, it might be 'broken' in the context of a system where each spell of the same level is meant to have about the same amount of power and impact on the game.  I don't think even the best-balanced eds of D&D were quite /that/ balanced, though.  

 

The problem isn't that spell, per se - 'fix' it and another 'broken' spell will pop up - but the casting system that lets spells be cast spontaneously in combat, or systematically every day, or the class system that crowds comparably broken spells into the list of a certain class or classes instead of sprinkling them arround more liberally.  

 

 

 

#148

BoldItalic

Feb 28, 2015 11:56:02

So, basically, after 148 posts, what we've got is two typos; one in the PHB and one in the DMG. What about the MM? Aren't there any broken monsters?

#149

Kayal

Feb 28, 2015 12:08:00

BoldItalic wrote:
(Reply to #149)

AaronOfBarbaria

Kayal wrote:
#151

FallingIcicle

Feb 28, 2015 16:21:01

AaronOfBarbaria wrote:
#152

mellored

Feb 28, 2015 17:13:14
It's a save or die with plenty of oppertunity to kill it first. Same as hold person, or Tasha's hideous laughter. Don't see any issue.
#153

Coredump00

Feb 28, 2015 17:49:43

A Roper is way to hard for its CR.

#154

AaronOfBarbaria

Feb 28, 2015 17:50:18
A single intellect devourer absolutely will not have an easy time killing a 20th level fighter, don't be absurd.
#155

Neonflux

Feb 28, 2015 19:20:33

I wouldn't say broken but the halfling 'luck' which lets them reroll 1s is pretty useful, not only can they never critically fail, they essentially get advantage on that roll.

if a halfling with a +6 attacks a zombie AC 8 the halfling cannot miss an attack.

(Reply to #155)

Farmer42

Neonflux wrote:
#157

Rhenny

Feb 28, 2015 19:47:02

It is interesting how people have issues with small bits in the game (specific, spells, some feats, some monsters, etc) but overall it doesn't really seem to be breaking the game.  I'm finding the new paradigm (bounded accuracy mostly) is making 5e quite elastic; it stretches and bends, but doesn't break.  

 

As for the intellect devouerer, it's not like a party will have to fight one every day.  Although, I could see a great horror based adventure where pcs are trapped in a long forgotten tomb infested with intellect devouerer and previous hosts.  Very scary. (Alien/Invasion of the Body Snatchers inspired)

#158

Neonflux

Feb 28, 2015 19:51:36

Good point, I guess that's never come up at my table because no one has ever rolled a second 1. (I have 3 halfling characters playing across the 2 games I DM) 

But you're right it's not impossible (to roll a crit, or miss a zombie with a huge attack bonus) but 1in 20 chance is a big difference to 1in 400.

 

 

#159

mellored

Feb 28, 2015 20:53:51
lucky is kinda like +1 to all stats, but remember, they are small and slow, too.
#160

FallingIcicle

Feb 28, 2015 21:03:27

AaronOfBarbaria wrote:
#161

FallingIcicle

Feb 28, 2015 21:06:29

mellored wrote:
(Reply to #160)

AaronOfBarbaria

FallingIcicle wrote:
(Reply to #152)

arnwolf666

mellored wrote:
(Reply to #163)

FrogReaver

arnwolf666 wrote:
#165

Tony_Vargas

Mar 01, 2015 12:47:25

arnwolf666 wrote:
#166

Greenstone.Walker

Mar 01, 2015 15:29:54

FallingIcicle wrote:
(Reply to #166)

AaronOfBarbaria

Greenstone.Walker wrote:
#168

Kayal

Mar 01, 2015 18:14:08

AaronOfBarbaria wrote:
#169

SleepsInTraffic

Mar 01, 2015 19:31:05
I find it hilarious that the mind flayer and the intellect devourer are two of the worst enemies to face from the monster manual.
(Reply to #167)

arnwolf666

AaronOfBarbaria wrote:
(Reply to #169)

arnwolf666

SleepsInTraffic wrote:
#172

MechaPilot

Mar 01, 2015 20:08:48

AaronOfBarbaria wrote:
#173

mellored

Mar 01, 2015 21:18:13
the fighter can kill 3 intelect devourers in 1 turn with his action point.
#174

Zardnaar

Mar 01, 2015 21:36:05

mellored wrote:
(Reply to #174)

AaronOfBarbaria

Zardnaar wrote:
#176

FallingIcicle

Mar 01, 2015 23:04:43

AaronOfBarbaria wrote:
#177

Zardnaar

Mar 02, 2015 1:09:16

FallingIcicle wrote:
(Reply to #176)

AaronOfBarbaria

FallingIcicle wrote:
(Reply to #176)

SleepsInTraffic

FallingIcicle wrote:
#180

mellored

Mar 02, 2015 5:05:36

Zardnaar wrote:
#181

Zardnaar

Mar 02, 2015 9:53:25

mellored wrote:
#182

Orethalion

Mar 02, 2015 10:06:12

Zardnaar wrote:
#183

mellored

Mar 02, 2015 10:11:24

Zardnaar wrote:
#184

Zardnaar

Mar 02, 2015 10:44:06

Orethalion wrote:
#185

Brock_Landers

Mar 02, 2015 10:53:12

This is another thing I dig about 5th Ed: circumstance, relativity.

#186

Orethalion

Mar 02, 2015 11:22:38

Zardnaar wrote:
#187

Shasarak

Mar 02, 2015 11:30:09

Zardnaar wrote:
#188

Zardnaar

Mar 02, 2015 11:32:08

Shasarak wrote:
#189

Orethalion

Mar 02, 2015 11:56:02

Zardnaar wrote:
#190

Brock_Landers

Mar 02, 2015 13:32:15

Orethalion wrote:
#191

ChrisCarlson

Mar 02, 2015 13:35:47

So we are really talking a whale with a howitzer, then?

#192

Orethalion

Mar 02, 2015 13:56:35

ChrisCarlson wrote:
#193

edwin_su

Mar 02, 2015 14:30:32

ChrisCarlson wrote:
#194

ChrisCarlson

Mar 02, 2015 14:48:35

Meh. You may have to make sure those stay in international waters. Cuz those may not be Constitutionally legal. In American you only have the right to arm bears.

 

 

And IDC if that's not an American "looking" bear, don't be racist. I like pandas!

#195

Brock_Landers

Mar 02, 2015 14:50:41

ChrisCarlson wrote:
#196

Zardnaar

Mar 02, 2015 15:12:03

Brock_Landers wrote:
#197

FallingIcicle

Mar 02, 2015 17:48:40

SleepsInTraffic wrote:
#198

Kayal

Mar 03, 2015 10:08:54

When I dropped the Intellect Devourer question a page a ago, I didn't expect a full flegded discussion about whether or not it could kill a fighter or whether or not that meant it was broken. I mainly brought it up as a joke because I couldn't find any information on "attribute damage." Does a character actually die when her/his Intelligence drops to 0? If so, please tell me what page that rule is on. I was picturing a band of still-living brain-dead adventurers wandering around aimlessly because they weren't smart enough to go on the adventure.

#199

Brock_Landers

Mar 03, 2015 13:46:48

Wow...so, apparently, it's all about the Intellect Devourer.

#200

Ranthalan

Mar 03, 2015 14:31:03


I was gon' say somefing, but I fail my smart save.

#201

FallingIcicle

Mar 03, 2015 14:37:32

Kayal wrote:
#202

Kayal

Mar 03, 2015 15:38:59

FallingIcicle wrote:
#203

Orethalion

Mar 03, 2015 15:48:34

Kayal wrote:
#204

Kayal

Mar 03, 2015 17:04:20

Well, yeah, of course, I could do that. I could also let them find a Scroll of Greater Restoration in the next room. But in a discussion of what might possibly be broken, I'm not sure a houserule really addresses the question, does it? I mean, this might not be "broken" in the sense of being unbalanced, but it sure seems like a gap in the official rules (i.e. you can have a 0 Intelligence, but there's no mod for a 0 Intelligence).

(Reply to #201)

Pompadour64

FallingIcicle wrote:
#206

FrogReaver

Mar 03, 2015 17:59:55

So why does having an int score of 0 matter?  Seems there are no rules that change anything based on that?

#207

Orethalion

Mar 03, 2015 19:37:41

FrogReaver wrote:
(Reply to #205)

Reius

Pompadour64 wrote:
(Reply to #208)

Pompadour64

Reius wrote:
#210

FallingIcicle

Mar 03, 2015 21:21:53

FrogReaver wrote:
(Reply to #202)

AaronOfBarbaria

Kayal wrote:
(Reply to #210)

FrogReaver

FallingIcicle wrote:
#213

FallingIcicle

Mar 03, 2015 23:40:10

FrogReaver wrote:
#214

Kayal

Mar 04, 2015 2:57:35

FrogReaver wrote:
(Reply to #214)

AaronOfBarbaria

Kayal wrote:
#216

Vahnyu

Mar 04, 2015 4:32:00

AaronOfBarbaria wrote:
#217

Kayal

Mar 04, 2015 4:35:04

AaronOfBarbaria wrote:
#218

BoldItalic

Mar 04, 2015 5:19:42

Moral: always hire a porter with a wheelbarrow (2sp/day) before venturing forth to places where Intellect Devourers are likely to be encountered, Then, if one of your party is reduced to Int 0, he can be picked up, put into the barrow and wheeled back to the local temple for restoration. The going price for a Greater Restoration seems to be 450gp, or 100gp for the diamond dust if you have an Acolyte amongst you.

 

#219

mellored

Mar 04, 2015 5:26:24

Or simply shoot them at range.

 

12 AC, 21 HP, and a 10' attack range, make it pretty easy to take down as long as you don't get ambushed.

 

A high level fighter, who basicly can't miss, can kill it with 2-3 attacks from a bow.  You don't even need an action surge.

A 2-hander can kill it in 2 attacks pretty much gaurenteed.

 

 

That's not even counting battlemaster dice or other features.

(Reply to #216)

AaronOfBarbaria

Vahnyu wrote:
#221

Vahnyu

Mar 04, 2015 8:21:18

AaronOfBarbaria wrote:
(Reply to #221)

AaronOfBarbaria

Vahnyu wrote:
#223

FrogReaver

Mar 04, 2015 8:56:57

Intellect devourers are a problem.

 

To say they are not is like saying monsters that have a relatively lower chance to hit but can 1 shot any character in melee is not a problem.  I suppose some feel such a monster would be fine because characters can invest all their resources into AC to defend against the problem and even if the monster kills a character the character can be resurrected as a remedy.....

 

 

#224

mellored

Mar 04, 2015 9:06:00

IMO:

 

Devour Intelect:  Your Int is reduced by 2 (no save).  If your Int is reduced to 0, you are stunned.  You can recover 2 Int per long rest, or all your Int by lesser restoration.

#225

Kayal

Mar 04, 2015 9:08:51

AaronOfBarbaria wrote:
#226

Vahnyu

Mar 04, 2015 9:19:16

AaronOfBarbaria wrote:
#227

ChrisCarlson

Mar 04, 2015 9:25:54

I'm gonna break this up for ease of addressing the various things I disagree with...

 

Vahnyu wrote:
#228

Orethalion

Mar 04, 2015 9:28:49

AaronOfBarbaria wrote:
#229

Kayal

Mar 04, 2015 10:33:48

Vahnyu wrote:
(Reply to #228)

AaronOfBarbaria

Orethalion wrote:
(Reply to #229)

AaronOfBarbaria

Kayal wrote:
#232

Orethalion

Mar 04, 2015 10:52:16

AaronOfBarbaria wrote:
(Reply to #232)

AaronOfBarbaria

Orethalion wrote:
#234

Orethalion

Mar 04, 2015 11:22:44

&quot;AaronOfBarbaria&quot;<span> wrote:
#235

mellored

Mar 04, 2015 11:43:17

Orethalion wrote:
#236

Orethalion

Mar 04, 2015 11:56:21

mellored wrote:
#237

FallingIcicle

Mar 04, 2015 12:27:09

mellored wrote:
#238

mellored

Mar 04, 2015 12:24:00

FallingIcicle wrote:
#239

FallingIcicle

Mar 04, 2015 13:00:19

mellored wrote:
#240

mellored

Mar 04, 2015 13:24:46

A level 20, wizard could beat an ID with a dagger.  So it can't be dangerous...

 

bears on the other hand.... 

(Reply to #234)

AaronOfBarbaria

Orethalion wrote:
#242

Orethalion

Mar 04, 2015 14:15:36

AaronOfBarbaria wrote:
#243

AaronOfBarbaria

Mar 04, 2015 14:20:24

Right... so you are, as seem typical of you, arguing with me over semantics because encountering a creature and choosing to flee is technically not avoiding the creature. Cool beans.

#244

Orethalion

Mar 04, 2015 14:30:51

AaronOfBarbaria wrote:
(Reply to #209)

Reius

Pompadour64 wrote:
#246

AaronOfBarbaria

Mar 04, 2015 19:53:41
Orethalion, I am not strawmanning you internationally. I seriously thought you were arguing the distinction without a difference between making choices that alter your chances of encountering a partucular type of creature and fleeing in the event of encountering said creature, rather than that you were actually arguing that sometimes a DM might put you in a situation where you didn't get to make any choices that matter at any point leading up to an encounter, such as in building a character without a particular weakness or in deciding where your character goes and how they defend themselves from unexpected encounters.
#247

Orethalion

Mar 04, 2015 22:47:01

AaronOfBarbaria wrote:
#248

AaronOfBarbaria

Mar 04, 2015 22:49:23
Phones suck for typing sometimes. That's the one autocorrect error of 20 that I didn't catch.
#249

LordTwig

Mar 05, 2015 17:10:01

So are we saying an CR2 intellect devourer is not overpowered because a level 15 Fighter can run away from it? Is there any other monster that would force any 15th level character to run away? Any combination of monster and character at all?

 

Edit: Maybe not force, but scare the player enough for the saftey of his character that he chooses to flee.

#250

Orethalion

Mar 05, 2015 17:40:49

LordTwig wrote:
#251

Coredump00

Mar 05, 2015 19:32:52

Hey, are you guys twins....

 

 

#252

AaronOfBarbaria

Mar 05, 2015 19:40:46
Actually, LordTwig, a CR 2 monster is being said not to be broken because the likelihood of it one-shotting a character is not nearly as high as is being claimed, nor as hard to recover from as is being claimed - with a side argument which could be characterized as saying that devour intellect is equal or easier in difficulty to remedy the effects of to normal hit point damage, so either it isn't overly powerful, or there shouldn't be any low CR monsters that deal damage.
#253

ChrisCarlson

Mar 06, 2015 18:47:58

I'll go ahead and chime in on the Intellect Devourer shenanigans.

 

If it ever comes up in one of my games, I'll just mimic the Strength Drain rules from a Shadow (MM pg. 269)...

 

"The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest."

 

Easy peasy, AFAIC.

#254

Brock_Landers

Mar 07, 2015 0:32:26

ChrisCarlson wrote:
#255

Orethalion

Mar 07, 2015 6:39:27

ChrisCarlson wrote:
#256

ChrisCarlson

Mar 07, 2015 9:25:46

Orethalion wrote:
#257

Orethalion

Mar 07, 2015 10:27:29

ChrisCarlson wrote:
#258

durntaur

Mar 12, 2015 0:43:13

Is the Deep Gnome feat + Arcane Ward broken? Maybe it's because it's late and my reading comprehension is dulled, but there doesn't seem to be cap to the HP that can be added to the ward. If that is the case, nondetection can be used ad infinitum out of combat.

 

Edit: I guess this would be no different than an abjurer with 2 levels in warlock for Armor of Shadows, but that is a L1 spell versus L3 of nondetection.

(Reply to #258)

FrogReaver

durntaur wrote:
#260

durntaur

Mar 12, 2015 9:51:47

Regardless of the fact that a deep gnome wizard can now spam Arcane Ward without MC, let's say the feat doesn't exist: is my understanding correct, can an abjurer wizard MC-warlock spam Armor of Shadows out of combat to create infinite HP? If that's the case, it's absolutely broken.

#261

mellored

Mar 12, 2015 9:58:19

durntaur wrote:
#262

Zardnaar

Mar 12, 2015 11:44:55

durntaur wrote:
#263

Rastapopoulos

Mar 12, 2015 12:56:56

Zardnaar wrote:
#264

Brock_Landers

Mar 12, 2015 13:40:39

Rastapopoulos wrote:
#265

Kayal

Mar 12, 2015 13:59:28

Brock_Landers wrote:
#266

arnwolf666

Mar 12, 2015 14:12:02

Really I like 5E alot.  I also loved 1E/2E/3E.  I found I can easily remove the concentration mechanic and modify a few spells the way I liked them in previous editions.  I generally like the damage output of spells, but other things I want to tweak.  Works for me.  Love the Rogue in this edition insanely.

#267

Brock_Landers

Mar 12, 2015 23:02:29

Kayal wrote:
#268

Kayal

Mar 13, 2015 6:19:38

Brock_Landers wrote: