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D&D 5E Discussion

LeStryfe79

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Identify use to be an extremely taxing spell to cast. There was also the possibility that a Legend Lore or Spellcraft check would work but it was rare. I think it worked best when deciphering Magic Items was possible, but difficult.
 

Night Goat

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What I find retarded (since that word is being thrown around a lot) is that some people seem to think that magical items are mass-produced goods created in wizard sweat shops and factories, and then shuffled off to the local "Ye Old Wal-Mart O' Magic" that appears on every street corner. Magical items are supposed to be rare and valuable. The notion that you can pop down to the nearest shop and pick up a +5 Vorpal Greatsword is idiotic, and it's one of the worst ideas to come out of the 3E/4E mindset. Magical items have been devalued to the point where I've heard stories of player's tossing +3 weapons into junk piles.

You couldn't pick up +5 vorpal swords in shops, because magic items - especially the expensive ones - weren't guaranteed to be available. I don't think you could find one for sale even in a metropolis. And if players tossed +3 weapons in junk piles, in stories you've heard that may or may not be true - well, some players will always be idiots.

Magical items have no market because they are rare commodities. When you find one, why would you sell it? In the campaign I just finished running, the party found a total of five items during the game. They never considered selling any of them, since every one of them was useful in some way to someone in the party. The idea that the party should be finding truckloads of magical items after a fight is just stupid. But, even if they did decide to sell it, who would they sell it to? The townsfolk in the local fishing villages don't have thousands of gold pieces lying around. Shopkeepers would only want to invest that kind of money into something if they were sure they could get a return on their value, and since nearly nothing else they sell would cost that much, it isn't guaranteed. Sure, a shopkeeper will take that enchanted sword off your hands for 100 gold if you want, but are you going to take amount when you could be using it?

You would sell a magic item because no one in your party is proficient with it, or because the guy who is has something better. The idea that people want the party to be finding truckloads of magical items after a fight is a strawman. That didn't happen at the levels where people actually played the game. And why assume that the only NPCs players will interact with are the townsfolk in local fishing villages? Nobles, wealthy merchants, wizards, dragons - these all exist in the world. You're pretending it's a world where only peasants exist, because that's what benefits your fallacious argument.

And when it comes to money, not enough credit is being given to players. When magical items are no longer available as something they can buy at the corner bakery, they find other uses for their money. Opening shops, building strongholds, setting up temples or monasteries, investing in the local tavern, bribing officials, and hiring help in the form of men-at-arms and sages. If they hear tales of a magical item, they can quest for it. The amount of money an item costs in the DMG shouldn't be the amount that a character can go in and plop down on a counter, it should represent how much money they spend on funding an expedition to find an item after they hear about, in both consulting sages, buying old maps, hiring scouts, traveling costs and a number of other things.

That's all just LARPing, and most players won't really care. Woo hoo, I can invest open shops and invest in a tavern, so I can get more money that I can't do anything exciting with.

Think of this from the player's perspective. Players generally want agency. They don't want to have to suck their DM's cock if they want something cool. And make no mistake, that's what will happen at a lot of tables - the DM will play favorites, people will realize that his girlfriend is the only one who gets cool stuff, and they'll demand to go back to Pathfinder because it doesn't have "fuck the players" as a core design philosophy.
 

tuluse

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I don't really see a huge difference. It's still DM fiat if whatever magic item you want is available or not.

I do like having magical items listed with values just so the DM doesn't have to figure out what they should cost.
 

ProphetSword

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You couldn't pick up +5 vorpal swords in shops, because magic items - especially the expensive ones - weren't guaranteed to be available. I don't think you could find one for sale even in a metropolis. And if players tossed +3 weapons in junk piles, in stories you've heard that may or may not be true - well, some players will always be idiots.

At some tables and with some versions of the game, this kind of thing happened all the time. And some players have come to expect it.

You would sell a magic item because no one in your party is proficient with it, or because the guy who is has something better. The idea that people want the party to be finding truckloads of magical items after a fight is a strawman. That didn't happen at the levels where people actually played the game. And why assume that the only NPCs players will interact with are the townsfolk in local fishing villages? Nobles, wealthy merchants, wizards, dragons - these all exist in the world. You're pretending it's a world where only peasants exist, because that's what benefits your fallacious argument.

Not being proficient in something just means you don't get to use your proficiency bonus, it doesn't mean you can't use the item. Someone in the party is likely to be proficient.

That's all just LARPing, and most players won't really care. Woo hoo, I can invest open shops and invest in a tavern, so I can get more money that I can't do anything exciting with.

When did role-playing a goal other than magical items become LARPing? I don't think you know what the word means.

Think of this from the player's perspective. Players generally want agency. They don't want to have to suck their DM's cock if they want something cool. And make no mistake, that's what will happen at a lot of tables - the DM will play favorites, people will realize that his girlfriend is the only one who gets cool stuff, and they'll demand to go back to Pathfinder because it doesn't have "fuck the players" as a core design philosophy.

Give me a break. A bad DM will make any game suck donkey balls. If they're playing favorites, it doesn't matter what the magical item economy is like. Now who's engaging in a strawman by associating a game that doesn't have a magical economy that you desire with sucking a DM's cock. That's just idiotic.
 

LeStryfe79

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What I find retarded (since that word is being thrown around a lot) is that some people seem to think that magical items are mass-produced goods created in wizard sweat shops and factories, and then shuffled off to the local "Ye Old Wal-Mart O' Magic" that appears on every street corner. Magical items are supposed to be rare and valuable. The notion that you can pop down to the nearest shop and pick up a +5 Vorpal Greatsword is idiotic, and it's one of the worst ideas to come out of the 3E/4E mindset. Magical items have been devalued to the point where I've heard stories of player's tossing +3 weapons into junk piles.

You couldn't pick up +5 vorpal swords in shops, because magic items - especially the expensive ones - weren't guaranteed to be available. I don't think you could find one for sale even in a metropolis. And if players tossed +3 weapons in junk piles, in stories you've heard that may or may not be true - well, some players will always be idiots.

Magical items have no market because they are rare commodities. When you find one, why would you sell it? In the campaign I just finished running, the party found a total of five items during the game. They never considered selling any of them, since every one of them was useful in some way to someone in the party. The idea that the party should be finding truckloads of magical items after a fight is just stupid. But, even if they did decide to sell it, who would they sell it to? The townsfolk in the local fishing villages don't have thousands of gold pieces lying around. Shopkeepers would only want to invest that kind of money into something if they were sure they could get a return on their value, and since nearly nothing else they sell would cost that much, it isn't guaranteed. Sure, a shopkeeper will take that enchanted sword off your hands for 100 gold if you want, but are you going to take amount when you could be using it?

You would sell a magic item because no one in your party is proficient with it, or because the guy who is has something better. The idea that people want the party to be finding truckloads of magical items after a fight is a strawman. That didn't happen at the levels where people actually played the game. And why assume that the only NPCs players will interact with are the townsfolk in local fishing villages? Nobles, wealthy merchants, wizards, dragons - these all exist in the world. You're pretending it's a world where only peasants exist, because that's what benefits your fallacious argument.

And when it comes to money, not enough credit is being given to players. When magical items are no longer available as something they can buy at the corner bakery, they find other uses for their money. Opening shops, building strongholds, setting up temples or monasteries, investing in the local tavern, bribing officials, and hiring help in the form of men-at-arms and sages. If they hear tales of a magical item, they can quest for it. The amount of money an item costs in the DMG shouldn't be the amount that a character can go in and plop down on a counter, it should represent how much money they spend on funding an expedition to find an item after they hear about, in both consulting sages, buying old maps, hiring scouts, traveling costs and a number of other things.

That's all just LARPing, and most players won't really care. Woo hoo, I can invest open shops and invest in a tavern, so I can get more money that I can't do anything exciting with.

Think of this from the player's perspective. Players generally want agency. They don't want to have to suck their DM's cock if they want something cool. And make no mistake, that's what will happen at a lot of tables - the DM will play favorites, people will realize that his girlfriend is the only one who gets cool stuff, and they'll demand to go back to Pathfinder because it doesn't have "fuck the players" as a core design philosophy.
It comes down to suspension of disbelief. Even though player characters can wield powerful magic and obtain godly weapons, it feels off when it's the norm. All of your arguments may well be true for yourself, but for those who built the very core of roleplaying, they are very very false. Your best RPG days probably came in the age of Diablo and WoW. These and other like games existed in places where magic items came a dime a dozen. If that's what you like that's cool. There are plenty like you who subscribe to the same principles. Just remember that these were not the principles of D&D for a good 25 years . That doesn't make the principles less valid, but it sure as hell makes them fall into the category of optional. To say otherwise exposes you as a mindless troll. I'm not sure what else can be said on the matter.
 

Night Goat

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I do like having magical items listed with values just so the DM doesn't have to figure out what they should cost.

Exactly. What if you're trying to sell a +1 sword or whatever to the king's champion or something? It'd be nice to have a number you can look up instead of making the DM conjure one.

they'll demand to go back to Pathfinder

No.

Pathfinder is the most popular role playing game in the world, and that's largely because it gives the players plenty of choices - whereas 5e takes the opposite approach. Please explain to me why players won't want to go back after 5e's hype wears off.

When did role-playing a goal other than magical items become LARPing? I don't think you know what the word means.

I'm using the Codexian definition of LARPing, not the more widely accepted one. While the character may care about making money, the player really doesn't. You're just watching numbers go up, but the numbers don't affect anything you care about..

It comes down to suspension of disbelief. Even though player characters can wield powerful magic and obtain godly weapons, it feels off when it's the norm. All of your arguments may well be true for yourself, but for those who built the very core of roleplaying, they are very very false. Your best RPG days probably came in the age of Diablo and WoW. These and other like games existed in places where magic items came a dime a dozen. If that's what you like that's cool. There are plenty like you who subscribe to the same principles. Just remember that these were not the principles of D&D for a good 25 years . That doesn't make the principles less valid, but it sure as hell makes them fall into the category of optional. To say otherwise exposes you as a mindless troll. I'm not sure what else can be said on the matter.

My best RPG days came from 3rd edition D&D. And while 3e's wealth by level guidelines are flawed, the solution is not to have magic items whose value is either infinity or nothing depending on whether players are trying to buy or sell them. I'm pretty sure that 2e had buyable and sellable items too. The earliest editions didn't IIRC, but you got experience for finding money so it still wasn't completely useless.

I guarantee you that when the 5e ship is sinking, they'll desperately give magic items GP values again in an attempt to retain players.
 

Night Goat

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Bad art does not make a bad game.

http://www.d20pfsrd.com/

Here's everything you need to play, without having to see Wayne Reynold's overwrought comic book characters. That they can give away their whole game for free and remain profitable says something about Pathfinder's quality. And while you and I aren't fans, most people like Pathfinder's art.
 

LeStryfe79

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Wayne Reynold's comic book art style fits Pathfinder to a tee. Pathfinder is a comic book, as is the game you seemingly suggest is D&D, Night Goat. Actually, crazy magic items crafted and traded like yesterday's news is far more cartoony than Reynold's art. Once again, I think it's fine if you like your games that way, but I'm calling a spade a spade and you have no business in thinking your super fantasy ideals are somehow superior to a more grounded setting.
 

ProphetSword

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Pathfinder is the most popular role playing game in the world.

Dungeons & Dragons is a household name. Pathfinder doesn't have that kind of recognition. It might have outsold D&D for a while, but I think that will probably be short-lived in the long run. Besides, I don't know if it counts anyway, since they are technically selling an updated version of D&D 3.5 anyway.
 

J1M

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Night Goat don't be so dramatic. Pathfinder is successful, but realistically a lot of that was a knee-jerk response by the players to the real/imagined insults done to them by 4e. The rest is a result of their solid release schedule.

The Pathfinder rules themselves are nothing more than OGL 3.5 + munchkin power creep + hundreds of splat options. Some of which is aimed at fixing balance issues.

I am glad that it is doing well, but not because I have any interest in playing such a bloated system. It proved that the financial success of a game backed by the OGL was not a fluke.
 

Night Goat

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The illustration for the Outlander background in the PHB looks disturbingly similar to a girl I used to know, they put it there to taunt me FUCK YOU WOTC FUCK YOU
 

Night Goat

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Oh hey, it's the new Pit Fiend!
qmSZduz.jpg

Remember the 3e Pit Fiend? How it had a variety of abilities, that would further its goals both on and off the battlefield, and made fighting it exciting and memorable? Well apparently that was too interesting, so 5e's team decided it should basically just be a big orc. Nice of it to give the heroes a motivational speech, though.
 

ProphetSword

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I remember how battles in 3E used to take hours. So, while you're wasting time taking your five-foot steps against this highly complicated monster who is trying to hit your touch AC, the rest of us finished the battle and collected the loot and started another battle and leveled up. But, whatever works for you, man.

All those interesting abilities sound a lot like that LARPing thing you were deriding earlier.
 
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Night Goat

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"It's okay to be boring if it's over quickly!"

I was wondering how the fanboys would respond to this. You're really desperate to like this thing. If you're fighting a Pit Fiend in 3e, it's likely the final boss of the entire campaign. It's okay for it to be highly complicated and take hours to fight the climactic battle of the campaign, because then you have a feeling of satisfaction when you win, and memories that will last a lifetime. 5e's Pit Fiend is just another Big Dumb Monster, and when you take it down it will be just another hollow victory.
 

Telengard

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Pathfinder is the most popular role playing game in the world
Actually, it's not. It's the best selling game on the market, and has been for a while. But D&D is still the most played game. Pathfinder hasn't yet even succeeded in convincing all 3rd edition players to switch over to it, even though that's a simple ask. Plus, there is a large 2e contingent out there, and a decently sized 1e and BECMI community. Not to mention, there are actually 4e fans in existence, which is the sole group that Pathfinder is compared to, since 4e is the edition currently competing with it in the market.

WofC made the statement that 5e was going to be the edition that united all of those groups. But even if they just succeed at uniting 4e and 2e, that still would be a larger group than Pathfinder currently has. If WotC continues to farf around, one day Pathfinder could be the most played game. But not yet.

What if you're trying to sell a +1 sword or whatever to the king's champion or something? It'd be nice to have a number you can look up instead of making the DM conjure one.
The price table in Pathfinder is so basic, it's really easy to reproduce, if you want it, since it has nothing at all to do with the item's power or appeal, but has solely to do with the amount of magic within it. Base cost of the item + the cost of the spell levels put into it modified by #uses, the end. (The tables just plot that out for you.)

Which has nothing much to do with how real markets work, especially not high end markets, but it's really easy math.

I mean really, even looking at the most basic, if +3 swords are common, and people can smith or commission their making at will, then their price goes down.
 
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Ulminati

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Arent pit fiends supposed to be chaotic evil while balors are lawful?
 
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Azalin

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Arent pit fiends supposed to be chaotic evil while balors are lawful?

:whatho:

Of course not,Pit Fiends are baatezu/devils while Balors are tanar'ri/demons,I see you need to refresh you knowledge Ulminati-kun

:updatedmytxt:
 
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Night Goat

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Andhaira sends his regards:

We should have brought Andhaira back for today.
Andhaira sent me and several other posters a private message last night. Its contents:
Sorry for the PM folks but I can't take the bullcrap Ulminati is spouting in the D&D 5e thread.

This is perhaps the best edition of D&D. Many of his points are after just skimming the PHB, it's very clear he hasn't really read it. Also, he has an agenda and a preconceived notion of the game.

For instance, this game runs faster than 3e. Hit points for PCs are the same, except Wizards and Sorcs who get a d6 HD. Damage is also either the same, or greater. I have no idea where he is getting the higher hp and lower damage crap from.
The advantage/disadvantage mechanic is designed to greatly expedite play and reduce bookkeeping.

Furthermore, martial PCs like Paladins/Rangers/Barbs get only a max of 2 attacks per round at level 20, special abilities from subclasses aside unlike 3e and PF where all fighting classes get 4 attacks by level 20. However, damage dealt by PCs is just as high or higher due to bounded accuracy (meaning you will mostly hit with your attacks, unlike 3e and PF where you mostly whiff after the first attack due to the massive -5 to each attack after the first as well as high ACs of same level CR enemies) and also the special abilities and spells of classes. The Paladin for instant (which is a GREAT class this time around, unlike 3e) can unload Smites AND special smite spells in the same round. The damage for his smites depends on which level spell slot he burns. The spell smite damage also depends on which level spell it is. Furthermore, the smite is only expended/spell slot burned if the attack hits. This allows the Paladin to unload massive damage in a single round AND that attack WILL hit.

The above greatly reduces bookkeeping also as well as has less dice rolled, resulting in faster combat.

Spellcasters: Casting spells in D&D and it's variants has never been better or more fun and fulfilling. No more Wizard memorizing useless spells. Now, Wizards and Sorcs 'prepare' a certain number of spells depending on ability mod and class level. Then they can cast these spells using their limited spell slots. It's kind of like the 3e sorceror, except you can prepare many more spells/have more spells known and you have more spell slots to cast them with than the 3e sorceror. So now you can prepare cool utility spells like Hold Portal and Featherfall without feeling like you are just wasting a memorization slot or spell known slot for a spell you will hardly ever use.

Furthermore, this time around all spells are ALWAYS useful. This is because every spell of any level can be cast using a higher level slot to have a much greater effect. Magic Missile at level 1 slot casts 3 missile of 1d4+1 damage each. For each higher level slot burned instead of the first level slot the wizard casts 1 additional missile. If the wizard burns a 3rd level slot he fires off 5 missiles (and yes that is one less 3rd level slot he could use for fireball. But he can cast fireball using a 4th level slot if he wants to do more damage, etc) If the Wizard burns a 9th level slot to cast MM he launches 11 missiles! Nearly every single spell of the Wizard/Sorc/Warlock/Druid/Cleric can be enhanced this way. Some Paladin and Ranger spells can also be enhanced this way. Pally and Ranger get mostly unique spells though (the ranger has kind of an Arcane Archer spell list this time around, which is kinda weird but hey. RA Salvatore is likely banging his head against a wall though :lol: ) This also means only one spell of a type be needed to be prepared, like a Cleric only needs one cure spell at level 1 to be prepared, and can then cast it using any level slot to get a higher effect. Also, the prepared spells can be of any level, you could prepare only spells of levels 8 and 9 if you wished.

There are interesting 'balance' mechanics they used to tone down spell casters this time around. For instance, they get more lower level slots, but less higher level slots. Only 1 level 9 spell slot, for instance. But level 9 spells are game changers, like Wish. However, while this is good for letting martial classes shine too instead of a wizard cleaning up the battlefield every time, this results in more flavorful utility and creative uses of magic, which is something I really like. Spells like the aforementioned Hold Portal for example. No one bothered to memorize or learn it in 3e/Pathfinder, but this time you can have your Wizard/Sorc/Warlock have it always prepared in case you ever need to use it. And yes, Wizards can swap out their prepared spells via their spellbooks.

Wizards have the greatest number of spells known due to spellbooks, and unique school specializations. School specs actually mean something this time, a Necormancer Wizard is actually, for the first time, a better Necromancer than the Cleric. Finally. Sorcerers get metamagic they apply on the fly. They are the only ones to get metamagic. They also get heritages (aka bloodlines like the Draconic Heritage) Both have identical # of spell slots.

Also spellcasters can only have one persistent spell effect at a time due to the great new 'Concentration' mechanic. No more buffing the party before every battle, now a single spell caster can only have 1 buff active at any time. This applies to not just buffs but any spells requiring concentration, like a summoning spell or stoneskin, etc.

And cantrips, cantrips are awesome. And at will. And they are the only spells to scale with level automatically, so you always have those to fall back on and can do decent damage at any level. No more will your powerful archmage resort to plinking away with a crossbow, or a fucking sling.

Feats you get much fewer this time around but each feat is worth 3 feats of 3e. A feat is a character changer, each feat defines something about the character. In a sense, a combat oriented feat can be like a combat style for a character. Some feats are basically mini Prestige Classes of 3e (Arcane Archer for instance was a feat in the playtest, it didn't make it in the PHB but I think they will show it in a future splat)

Races are very well done. No more negatives, no more ECLs. And they give lots of options. Some special abilities of the more powerful races come into play at higher levels and that's pretty cool. Much better than retarded ECLs. I do miss 4e racial feats though. I also like how the races are not completely balanced, the Tiefling for instance is the most powerful race in terms of raw power. Appropriate IMO that a race descended from demons and with demon blood should be more powerful than a fucking hobbit (halfling). All races are cool though.

There is much more emphasis on lore now. Classes have their own lore instead of just descriptions. There are backgrounds, which are full of flavor and offer useful non combat abilities/skills/tool proficiencies. While I do wish background special abilities were more...well deeper and influential, I do admire that no background ability will ever have a direct combat related bonus. It's pretty cool and encourages even min maxing munchkins to think a bit about how their character fits into the world, and where he/she comes from.

Paladins are AWESOME. Finally. This can't be stressed enough. They are out of the Fighter's and Cleric's shadow and their own thing now. (They were super cool in 4e too, but of course 4e is a completely different beast.)

Reliance on magic items is gone. The math no longer assumes any magic items, so the ones you do get are bonuses. Thus MA are supposed to be rare, and you can play without any magic items at all at any level. (haven't tested this yet though)

Complete Immunities to weapons are gone. Finally. They are replaced by resistances. So a creature could have resistance to edged weapons, meaning swords do half damage against them. Same with spells. Spell resistance no longer grants complete immunity to magic, your spells just have disadvantage. Resistance to specific elements like Fire means fire spells do half damage. Powerful creatures like Dragons have multiple resistances....but they can still be hurt by mundane weapons. So it does seem to strongly imply you don't need magic weapons, you can play low magic Black Company type campaigns.

No idea about potion spamming, as potions and wands will be in the DMG that hasn't come out yet.

Dragons no longer cast spells!! Just like in 4e. This is a great change from 3e and PF, as dragons being super sorcerers in addition to being immensly strong and having a powerful breath weapon and super spell resistance was always retarded. Also creatures like Dragons have Lair actions, and regional lair actions. So a red dragon could cause a mini volcano to erupt in it's lair, or the entire land around the lair of an ancient red dragon could subtly shift to suit the red dragon. very thematic and flavorful. I love it.

Anyhow, that's enough for now. There is plenty I haven't covered. Suffice to say 5e is fast, fun and efficient to run. Much better than 3e and PF. This is the most playtested version of D&D ever, with more than 2 years of massive public playtesting that was open to anyone and everyone in the world for free. That's why you will only get a good grasp of how the game play if you actually play, since more than any edition it is designed to be played and not just read. Things you don't get while reading or you think are too gamey will make much more sense when you actually play the damn game. (like why does the Fighter and the Wizard have the same proficiency aka attack/skill/save bonus?) Also, the monster manual hasn't even been released yet!

Please one of you post this in the D&D5e thread since I am still banned from posting in the forums, just so Ulminati doesn't chase anyone from playing a fine game! :rpgcodex:
I'm not going to post it where he wanted me to, because his points are all stupid.
I posted my response to Andhaira's rant in the 9-11 thread, but I guess it would've been more appropriate to post it here:

Andhaira thinks the ability to use higher-level spell slots to make spells more powerful is an improvement, when spells in 3e scaled automatically. He thinks players are going to use the few higher-level spell slots they get to cast these slightly improved versions of low-level spells. He thinks the wizard's main job is to be doing damage. He thinks that instead of using your 3rd-level slots to cast Fly, or Haste, or something else that can turn the tide of battle or have some use outside it, you're going to be wasting them on fucking Magic Missile.

He thinks Tiefling is the most powerful race, when really no one who isn't a complete idiot will play one. Take a look at the Tiefling's stats. They get bonuses to Intelligence and Charisma, and at least one of those will be a dump stat for every character. Ability scores are so important in this edition that you're going to play a race that provides bonuses to the ones you use, unless you're one of those people who pride themselves on building gimped characters.

Credit where it's due: I do think the backgrounds are a good idea. But they don't make up for the many things this edition does wrong. Andhaira seems like one of those people who have been bamboozled by WotC's old-school posturing, and is now desperate to convince himself that the marketing was right.
 
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Ulminati

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I guess we'll have a better understanding tomorrow. On the topic of simplified monsters: I don't hate them per se. At least the monster statistics are presented in a format that is easy to parse now. The 3.xe single-column abbreviation/number dumps you'd find in dungeon magazine et al were horrible for finding what you needed in a hurry. If the monsters feel too simple on their own, well, that's where a good DM spices stuff up with environmental hazards and obstacles.
 

ProphetSword

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You're really desperate to like this thing.

Unlike you, I have actually played the game. Ran an eight month campaign in it. I don't need to be desperate to like it because I already know it's a solid system. And I had just come off a three year stint of running Pathfinder, so I'm pretty aware of the differences. The only person desperate here is you. Why the hell do you care if other people like 5E? Go play Pathfinder if you want, nobody's stopping you.
 

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