NJClaw
OoOoOoOoOoh
I'll give you an answer once you tell me why they are called fighters when they don't use figs.If they're called wizards how come they don't use wisdom?
I'll give you an answer once you tell me why they are called fighters when they don't use figs.If they're called wizards how come they don't use wisdom?
Every fighter eats a fig at least once in their lives.I'll give you an answer once you tell me why they are called fighters when they don't use figs.If they're called wizards how come they don't use wisdom?
Dunno, are all tieflings casters?Tieflings are a complication thoughEverything is just a simplification of God's creation.
I gotta ask, are tieflings worse than wizards?
I think the biggest thing I hate about 3.xe is the initiative system. Ya got your base stat, modifiers, bonuses, then ya roll a d20 on top of it, then add it all up. If you roll low, you die. Roll or die kind gameplay. When it shouldn't be the case for just getting to decide who gets to act. Should be through actual playing rather than losing d20 die. I don't think encounters should be lost or won by basis of that alone.
Dunno, are all tieflings casters?
Well then, into the purge list they go.Dunno, are all tieflings casters?
Depends on the edition, in some they have access to cantrips.
5e is just as railroaded in its class advancement as 4e and even less deadly.The similarities between 5e and 4e are astounding:5e is 4e masquerading as a real ruleset and only dummies take it as such.
- both have classes;
- both have dragonborns;
- both have a number in their names.
Honestly, I can't even tell them apart most of the times.
That was a very nice read. Thank you very much for it. Don't have much else to add other than the fact that you hit it on the head with how fights, due to the nature of offensive potential getting ridiculous on higher levels, can be finished within a short amount of rounds; thus initiative serves as a means to "delay', so to say, the encounter.I think the biggest thing I hate about 3.xe is the initiative system. Ya got your base stat, modifiers, bonuses, then ya roll a d20 on top of it, then add it all up. If you roll low, you die. Roll or die kind gameplay. When it shouldn't be the case for just getting to decide who gets to act. Should be through actual playing rather than losing d20 die. I don't think encounters should be lost or won by basis of that alone.
You're mistaking the symptom for the cause. The actual issue is that in 3.5/PF offense is insanely, preposterously stronger than defenses, which means that the initiative roll you're talking about gets increasingly important - and at later levels, fights are often over in a single turn, meaning the initiative roll becomes the single decider of some fights. See KotC2 for extreme examples.
This is why Owlcat chose to pump up enemy defenses even on normal difficulty, which the PF-spergs who don't understand the system they're fans of criticized. But which was ultimately a sound decision, of course. It's kind of hilarious that even with Owlcat's megabuffs to defenses, they're still laughably weak compared to offense options.
The catch is that I don't think you can get the incredibly complex customization of these systems without them breaking down to some extend in actual play.
Codex will be Codex and argue everything in terms of "bad" vs "good", which isn't wrong per se, but it's often more fecund to look at these things in terms of scale. If you want tight, tactical combat that ebbs and flows and where different system assets play off of each other (giving time for your turn-to-turn decisions in the fights themselves to be just as important as the build situations you made), you probably can't implement a billion of those assets - the resource burden of making sure everything fits in the same framework becomes so big you can't even bugfix properly, let alone playtest. OTOH, if you want complex character customization where every character feels wholly unique as an output of player expression, don't expect the interactions of all those billion system assets to play well with each other.
5E for most people (including me) is a step too far towards making the combat work at the expense of customization, but I don't think it missed the mark by as much as Codexers generally claim. In fact, I think the removal of feats is the core issue. If they implemented "half-feats" (half-feats as opposed to the full 5E feats which are incredibly strong) that you gained every third level I think 5E would be pretty close to a sweet spot where customization feels less constrained but combat still functions. Bounded accuracy and removal of the modifier jungle isn't really a cost as it didn't impact the possibility space for customization, they just fixed issues with making the combat work. The reverse is true for the removal of feats, which vastly hurt customization. Indeed, this is exactly what many third-party character expansion modules do, e.g.: https://www.dmsguild.com/product/214641/Character-Options-Talents-5e while almost no one is trying to bring modifier creep back or find ways to dismiss bounded accuracy, even though those would be incredibly easy (since they're just soft limits you can totally ignore).
I'd also add some more choices within class and subclass frameworks, but my point is that the removal of feats is a huge component of why 5E can feel restrictive.
offense is insanely, preposterously stronger than defenses, which means that the initiative roll you're talking about gets increasingly important - and at later levels, fights are often over in a single turn, meaning the initiative roll becomes the single decider of some fights. See KotC2 for extreme examples.
offense is insanely, preposterously stronger than defenses, which means that the initiative roll you're talking about gets increasingly important - and at later levels, fights are often over in a single turn, meaning the initiative roll becomes the single decider of some fights. See KotC2 for extreme examples.
Only because an lv 4 nobody can't survive being shot by a cannon
The same thing can be done in 4e/5e if an enemy's hp were simply reduced or the damage a canon does is increased to make more sense within the order of magnitude. BTW, people have survived hits from cannon balls IRL, they were usually maimed missing an arm or leg though (something most 3e/2e computer games have never accounted for either).Only because an lv 4 nobody can't survive being shot by a cannon, doesn't means that "who wins the initiative wins" in 3/2E.
There's still prebuffing in KoTC2. The buffs are more generous though as you no longer have to recast mage armor or bark-skin every few minutes and you can set up the buffs allowed outside of combat to be auto-casted after rests. The only big difference is that things like "shield" or similar effects that are supposed to be situational or have shorter durations can only be cast in combat. Even with prebuffs, initiative is always king. If you go first and get off a dispel before your enemies move, then you just beat the prebuffs on enemies before enemies could do anything. On top of that, "flatfooted" in 3.5 alone gives going first a huge advantage since a large amount of a character's armor class can be gone for the round and makes enemies susceptible to certain things like sneak attack regardless of an other factors.As for KoTC2, KoTC2 removed the "pre buffing" and it made winning initiative extremely more important.
Lethality gets higher as you level up, not lower.
but even omegabuffed Unfair dragons in Kingmaker are one-shot by a decently competent party.
There are too many fucking classes, hence the difficulty in balancing them all.
Fighter
Cleric
Wizard
Druid
Bard
Rogue
This is all you need, every other class can be made to fit into these classes with the use of different feats/skills. Simplify everything to these classes and you will marvel at how much easier it will be to balance the combat.
It's reduced as far as it needs to be.There are too many fucking classes, hence the difficulty in balancing them all.
Fighter
Cleric
Wizard
Druid
Bard
Rogue
This is all you need, every other class can be made to fit into these classes with the use of different feats/skills. Simplify everything to these classes and you will marvel at how much easier it will be to balance the combat.
If you are reductionist, let's go all the way. Every class can be mapped either to a non-caster ("fighter") or to a caster if there are enough skills/feats. /sarcasm
The purpose isn't solely for balance, but also because this special snowflake shit where there are 20 different classes and races is dogshit unless a combat system/setting is explicitly designed for it.balance is fake and gay
Fighters are non casters.
Clerics are casters that you use religious based magic.
Wizards use Arcane magic.
Druids use nature magic.
Bards use magic/magic.
Rogues have their own non-combat skills that are worth differentiating from fighter.
Come to think of it, are there any creatures or other means of attacking a caster's spell slots? Other than the roundabout way of lowering int score?The problem with the wizard that it's the class that can do everything, since his spell list is so bloated, and in the minds of WotC every spell makes total sense as a wizard spell.
Only in a roundabout way. And while it would keep things fresh, it's really a band aid solution to the caster problem.Come to think of it, are there any creatures or other means of attacking a caster's spell slots?
I've got a more complete solution.it's really a band aid solution to the caster problem
wizard that it's the class that can do everything, since his spell list is so bloated
Come to think of it, are there any creatures or other means of attacking a caster's spell slots?