| Post/Author/DateTime | Post |
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| #1Hurin88Feb 21, 2015 10:19:38 | I'm starting a new campaign and to be honest, I had hoped that the rules modules, such as the tactical module the developers discussed, would have been at least on the horizon by now. I haven't been following the forums much lately... what is the latest word on these? Have we heard anything about them since launch?
Our campaigns tend to last somewhere between 6 months and a year... so I'm wondering if there is any reasonable expectation of the tactical module coming out in time for us to use it in what might be our only 5e campaign. |
| #2pukunuiFeb 21, 2015 10:30:32 | Most of the modules the devs talked about - including the tactical module - are in the DMG. They just aren't labeled as such. |
| #3Devils-AdvocateFeb 21, 2015 11:56:08 | People got carried away with the idea of a "module" as a complete list of rules options. The edition is designed modularly and a lot of the modularity comes in the form of rules options found in the PHB, MM, DMG, and supplements like adventures and campaign settings. There are a variety of options for making combat more tactically complex in the DMG. |
| #4Darth_CaffeineusFeb 21, 2015 12:54:05 | There are optional rules in the dmg that add some tatical options. There are nothing to write home about if you are not generaly happy with the defualt game as is.
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| #5MistwellFeb 21, 2015 13:35:56 | It's in the DMG...where they said it would be. |
| #6MirtekFeb 21, 2015 16:36:34 |
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| #7ZHDarkstarFeb 21, 2015 17:01:16 |
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| #8Farmer42Feb 21, 2015 17:29:54 | Yeah. And the PHB also has a BUNCH of variant options. I'd say there's about one 3.5 'Complete' book's worth of variants in the PHB alone, and that isn't counting class paths. |
| #9cowleymenFeb 21, 2015 20:39:37 | I agree. I cant wait to get my hands on the books. I currently am on a very tight budget, so have been playing with the free rules and my friends phb. I want to get my hands on the very modular DMG, and start working out some harsher stuff for dark sun, including some changes to Paladin to make them Templars of the Kings.
I Think that 5e is looking like the easiest system to homebrew for, and for making house rule changes to fit your story. |
| #10PsikerlordFeb 22, 2015 1:07:52 | Just add your own additional rules if you find the basic/DMG add ons are insufficient. |
| #11Brock_LandersFeb 22, 2015 4:08:53 | It has more tactical options than the previous 2 editions, so you should be fine. |
| (Reply to #11)Darth_Caffeineus |
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| #13Brock_LandersFeb 22, 2015 5:00:43 |
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| #14Darth_CaffeineusFeb 22, 2015 5:19:36 | I hear you but I just don't see it. Poistioning and teamwork and just a lot less important in 5E than in 3E and 4E (not to mention PF and 13th age) unless the DM goes very much out of there way to set up encounters to give them more emphasis. In addition if you are playing a non-caster you will be almost always spaming basic attacks from 1-20.
Yes there are some optional rules but there are just presented in a laundry list fashion and seemed like there were developed in isolation from each other with little thought or playtesting regarding how they might interact together. |
| #15ZardnaarFeb 22, 2015 5:53:06 | Tested out the flanking rules today and 10 orcs turned into a TPK vs 4 4th level PCs. |
| #16UchawiFeb 22, 2015 6:14:49 | No one is going to agree on what modules means, just like you have endless arguments on hit points. But I disagree that 5E has more tactics options than previous editions. Based on it simple and abstract design, it removes alot of tactical choices from the game. Attacks of opportunity have been reduced is one example, interrupts have been curtailed, etc. |
| #17thecasualoblivionFeb 22, 2015 6:23:19 | The word on modules? That word would be vaporware. |
| #18VahnyuFeb 22, 2015 6:29:37 | Wouldn't the word be mum? |
| #19Captain_KoboldFeb 22, 2015 6:50:43 | . . . or bird? |
| (Reply to #16)Llenlleawg |
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| #21RhennyFeb 22, 2015 7:50:21 | If you want 4e feel and more room for tactics double player and foe hit points. Fights will last longer and give plsyers more incentive/opportunities to make tactical decisions.
You can still shove, trip, grapple, choose spells for effect, use battle master and monk abilities, cunning action (my favorite) and other tactical choices.
Truly, the reason why it feels less tactical is because most fights don't last longer than 3 rounds and the objective of many fights is just kill the foe. When there are other objectives, interesting terrain/encounter features and combats last for 4+ rounds, then tactics become foregrounded. |
| #22Brock_LandersFeb 22, 2015 8:02:30 |
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| (Reply to #3)Jenks |
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| #24Darth_CaffeineusFeb 22, 2015 8:25:23 | I'll give one example....
in 3e and 4E you can do more with opertunity attakcs and reactions and you can impose a good deal of battlefield control and signficant disadvantages on enemies. A good example of this in 3e would be spike chain fighter with improved trip and combat reflexes, or in 4e a fighter using marking mechanic. While there is the sentinel feat and a marking option in DMG, 5E offerings are much more scaled down. In 5e you just hope you can fight in 5x5 hallway or a door frame in every combat, beacuse otherwise you options to keep enemies away from your allies is very limited.
5E is a good system to run 10 quick fights a game, but really does not do a go job with running 2-4 very tatcical set piece typ encounters a game. |
| (Reply to #24)Jenks |
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| #26MistwellFeb 22, 2015 8:54:18 |
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| #27Brock_LandersFeb 22, 2015 9:17:54 |
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| #28edwin_suFeb 22, 2015 9:37:40 |
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| #29Hurin88Feb 22, 2015 10:38:33 |
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| #30Devils-AdvocateFeb 22, 2015 15:43:21 |
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| #31ZardnaarFeb 22, 2015 15:50:36 | I think they got carried away with the idea of modules and the players came to expect to much in terms of what the modules could delier. The glacier speed release schedule is not helping things either in that regard. A few optional rules in the DMG which can wreck the game (flanking) do not help things either.
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| #32RhennyFeb 22, 2015 15:54:22 | They also refered to the entire process as modular design, which basically meant that the chasis was simple enough to make it easy for people to plug and play optional rules and homebrew without having to re-code the entire game system.
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| #33kalilFeb 23, 2015 9:59:03 |
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| #34Tony_VargasFeb 23, 2015 19:40:36 |
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| #35Brock_LandersFeb 23, 2015 23:30:59 |
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| (Reply to #10)arnwolf666 |
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| #37ZHDarkstarFeb 25, 2015 10:26:04 |
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| #38Brock_LandersFeb 25, 2015 10:28:32 |
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| #39ZHDarkstarFeb 25, 2015 10:32:51 |
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| #40Brock_LandersFeb 25, 2015 12:16:09 |
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| #41ZHDarkstarFeb 25, 2015 13:36:04 |
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| #42ZardnaarFeb 25, 2015 13:48:42 |
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| #43ChrisCarlsonFeb 25, 2015 14:28:56 |
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| #44Brock_LandersFeb 25, 2015 17:58:50 |
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| #45ZHDarkstarFeb 25, 2015 18:05:45 |
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| #46The_JesterFeb 25, 2015 20:38:59 |
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| (Reply to #45)arnwolf666 |
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| #48ZardnaarFeb 26, 2015 0:42:01 |
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| #49The_JesterFeb 26, 2015 6:35:53 |
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| #50ZHDarkstarFeb 26, 2015 11:02:48 |
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| (Reply to #21)Arbitrary_Aardvark |
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| (Reply to #48)Rhenny |
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| #53ZardnaarFeb 26, 2015 16:49:51 |
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| (Reply to #53)Rhenny |
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| #55ZardnaarFeb 26, 2015 19:32:10 |
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| #56Tony_VargasFeb 28, 2015 22:30:37 |
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| #57MechaPilotFeb 28, 2015 23:17:47 |
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| (Reply to #56)CCS |
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| #59Brock_LandersMar 01, 2015 0:26:18 |
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| #60Brock_LandersMar 01, 2015 0:29:51 |
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| #61VahnyuMar 01, 2015 2:04:04 |
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| #62Brock_LandersMar 01, 2015 2:15:47 |
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| #63ZardnaarMar 01, 2015 3:10:26 |
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| #64Brock_LandersMar 01, 2015 3:16:06 |
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| #65VahnyuMar 01, 2015 4:17:09 | HP Bloat was SERIOUSLY NOT an issue at all. In 4th Edition, your hostiles fell in four categories: Minions, regular monsters, elites, and solos. Elites and Solos certainly have plenty HP, sure, but minions? They only have 1.
A system in which you can consistently go up against 1HP enemies, from low-levels all the way to high levels, DOES NOT have HP BLOAT problems.
Condition tracking and out of turn combat is neither anything new to d&d, or all that different in 4th ed from pre4th ed. The only difference is that out-of-turn combat is more energetic and less passive... which is a good thing!
Zardnaar, the only two things I disliked from 4th Edition's power structure was that you had to give up previous abilities, in order to gain access to newer ones, and that you couldn't multiclass freely. Hybrid rules, thankfully, severely aleviated the last part. |
| #66Brock_LandersMar 01, 2015 4:26:59 |
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| #67VahnyuMar 01, 2015 5:41:03 |
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| #68Brock_LandersMar 01, 2015 5:51:17 |
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| #69VahnyuMar 01, 2015 11:57:31 | Well, as long as we've reached an understanding that HP bloat wasn't a problem at all, unless you actually went out of your way to make it so, I'm fine with it. |
| #70MechaPilotMar 01, 2015 12:06:45 |
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| (Reply to #65)CCS |
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| (Reply to #69)CCS |
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| #73VahnyuMar 01, 2015 14:16:35 |
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| #74MechaPilotMar 01, 2015 14:22:41 |
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| #75RhennyMar 01, 2015 15:09:10 | I hear what you all are saying. In some ways I'm feeling that seeing the game tactically may require a slight change of focus for 5e. Since combat is swingy, an important strategy for 5e is to use stealth/ambush and surprise. To me, this actually makes combat seem more like real combat. Not that I need a fantasy game to emulate real life, but I am starting to like how stealth becomes more important.
In addition, the swinginess of combat, and how BA gives even lower level monsters a chance to injure higher level and viser versa, makes non-combat solutions or improvised solutions more valuable.
All this may add to overall strategy if not tactics. While positioning, pact tactics, sneak attack, shoving, aiding, grappling, battle master maneuvers, cunning action, split movement, etc. still encourage tactics when fights last more than 2 rounds. |
| #76ZardnaarMar 01, 2015 17:52:05 | I used 40kobolds on 8 level pcs. They fireballed themselves. |
| (Reply to #73)CCS |
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| #78MechaPilotMar 01, 2015 19:38:24 | Merely as a reminder, the use of minions was in no way mandated in 4e; they were simply one tool in the DM's toolbox, and they could be entirely ignored if one were so inclined.
I consider the lack of at least a minion template to be a deficiency of 5e, as simply giving monsters the minimum number of HPs for the XdY+Z method listed in their stat block doesn't work with 5e monsters beyond a certain CR. You either end up with minions that die too slowly but have an actual chance of hitting the PCs, or you get minions that die appropriately but who have no real chance of actually hitting the PCs. |
| #79ShasarakMar 01, 2015 20:24:58 |
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| #80Brock_LandersMar 01, 2015 22:34:00 |
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| #81ZardnaarMar 01, 2015 22:39:28 | Ignoring minions you still have things like 25 hp kobolds and low CR Dragons with around twice the hit points of an ancient AD&D Dragon. It takes a while to grind through those hit points. I got through the same amount of combats in 4E as I did in 3.5 roughly the diference was in the 4 hour sesison that is almost all of the session in 3.5 we had more time to do other stuff.
Neither 3E or 4E is that good in terms of combat speed compared with TSR D&D. 5E tneds to be somewhere beween 2E PHB and 3E in temrs of speed. Its not quite as fast as a basic game of 2E, a bit faster than 3E and probably similar in speed to a 2E game with a few optional rules being used. |
| #82Slyck314Mar 02, 2015 9:07:27 | Minions in my game just forced more metagaming, which we did not enjoy. The existence of minions simply meant that the character kept a few resources capable of auto damaging many creature for little damage. One favourite was some lighting whetstone that turned a single hit into a great many dead minions. |
| #83OrethalionMar 02, 2015 10:07:11 |
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| #84edwin_suMar 02, 2015 9:34:38 | some stuff seems to come out as Unearthed Arcana articles
http://media.wizards.com/2015/downloads/dnd/UA_Battlesystem.pdf |
| #85MechaPilotMar 02, 2015 17:58:16 |
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| #86Tony_VargasMar 04, 2015 20:13:16 |
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| (Reply to #86)Rhenny |
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| #88ankiyavonMar 05, 2015 7:18:15 |
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| #89DemoMonkeyMar 05, 2015 9:19:56 | If you use the flat HP and Damage numbers given for monsters and don't give them criticals (or don't give them criticals until a certain level) the game becomes a lot less swingy and PC death is more likely to come as a result of a sustained beatdown rather than fluke luck.
Not to my tastes, but it is a simple enough fix for those who prefer the game to be played in a more "damn the torpedoes, full speed ahead" style.
Is that a "module"? No idea. |
| #90Brock_LandersMar 05, 2015 10:29:44 | The first playtest packet started characters off with HP = to their Constitution score + 1 HD (no Con modifier), that is a good variant to beef up 1st level PCs. |