D&D 5E I have the DMG!

Ahrimon

Bourbon and Dice
I am pretty sure you will be able to see my point that characters with 21+ AC EVERY combat round are "too indistructible" (add in Haste and we are at AC 23). And thanks to mage armor the fighter NEVER will have more AC, actually never even the same. The fighter will have AC 18 or 20 (1H or 2H, and as 1H+Shield is boring to play probably AC 18). With the Spell Slots it is still playable, but with the Spellpoints - unless they have some special rule to prevent problems here, even I - who likes to use the Shield spell myselves ^^ - sees problems here.

To me, this is a table issue and not a game issue. The modules are there as options. They're not going to fully playtest and balance every option or combination of options. That would exponentially increase the development time. They've provided a working solution with the caveat that there may be some side effects depending on any number of things. If wizards and warriors casting shield every round concerns you, don't use the point option.

Creating magic items is an optional rule. Buying magic items is an optional rule. What items the players even get or have access to is entirely up to the DM. So if the DM hands out +3 plate and +3 shields, it's the DM accepting that he or she is giving a player a massive power boost.

If, as a DM, I gave every player +3 armor and weapons, I would also lower the default XP because fights are no longer as challenging. Then, I could increase the challenge without them getting extra XP. XP is based on the challenge and the challenge is based on the assumption of no magic items.
 

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Herschel

Adventurer
Thanks for answering our questions man!
  1. What's the maximum magical bonus for armor and weapons listed?
  2. Can you get a plain old magic shield+X?
  3. If so, does the magic bonus add to straight to AC as in pre-4th edition?
  4. If so, whats the maximum magical shield bonus?

1. Ummm, it added straight to AC in 4E too and...
2. Who the heck would have worn magic armor in Basic, 1E and 2E? Worst. Magic. Ever. :lol:
 

Why would they be in the MM? The MM is for pure stats, not on running the game (which is what Morale is for). That's the role of the DMG. The MM is--supposedly--intended for use by both players and DMs, and players don't really care about Morale.

The Morale rules were in the MM in 2E. Obviously that's when they were part of the core rules. Ideally I'd like the morale to be part of the stat block and pre-calculated for each monster. However, I'll take what I can get.
 

kalani

First Post
All this talk of +3 magic armor and shields reminds me of an earlier thread.......Sure, the character has these items - but that basically makes them Achilles.

I even went as far as to say that the legend of Achilles being invulnerable are exaggerated. The truth behind his legendary resistance was the fact that Achilles possessed a suit of Legendary equipment, collectively referred to as the Armor of Achilles. The Armor of Achilles consisted of a suit of +3 plate armor, +3 shield and a +3 ring of protection.

If you allow them to achieve Achilles-level invulnerability, play it up as a central feature of your stories.
The character has paired two legendary defensive items together. Don't let this accomplishment fade into the background. Bring it to the forefront, and make it a centerpiece of the characters evolving story.

  • The character should become renown for being nigh invulnerable.
  • Lesser foes run in fear as the PC waltzes unfazed across the battlefield.
  • Show-offs and braggarts challenge the character on a semi-regular basis in an attempt to gain glory by defeating such a legendary foe.
  • Powerful villians and monsters amass all of their resources to find a way to overcome the PC - tracking down artefacts, and other powerful items, and allying themselves with other legendary foes.
  • And so on.
 
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Rune

Once A Fool
The Morale rules were in the MM in 2E. Obviously that's when they were part of the core rules. Ideally I'd like the morale to be part of the stat block and pre-calculated for each monster. However, I'll take what I can get.

It already is. As mentioned upthread, a morale check is a wisdom check (although I would use charisma). All monsters in the MM have ability scores (and modifiers) listed.
 

It already is. As mentioned upthread, a morale check is a wisdom check (although I would use charisma). All monsters in the MM have ability scores (and modifiers) listed.

Ah, thanks for that. I haven't read the last few pages as I've just woke up and got a notification that I was quoted so I was responding to that.

I was hoping for something a little more sophisticated than a simple Wisdom check (with modifiers?). For example, there may be some low Wis creatures who almost always run from a fight, or vice versa. Similarly, some creatures may run from fights easily, unless they are protecting their young, etc.

Obviously I can make those changes and decisions as a DM, but I was hoping it would be part of the morale rules. Still, some guidance is better than none.
 

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