D&D 5E The Magical Martial

You don't grasp the problem. Since it is the DM who decides the exact wideness of the chasm, probably by looking into a list how far it needs to be for a certain check, why go thorough all those hoops and just decide for a check and tell the players that the chasm is a bit too wide to easily jump across.

If one player tells me his character is exceptional at jumping, why should I tell them ah, i see, you can jump exactly 19 ft. But too sad, my chasm is exactly 20 ft across. So your extraordinary ability is not helpful.
Yes, you don't always need the exact number. But sometimes you do. Misty step doesn't just say: "teleport a short distance," it gives us an actual number. With battlemaps you sometimes need information like this. And the context in which this extra jump distance rule appears, is one which already gives us a concrete number for the default jump distance, so a person who is looking at that rule probably is in a situation where they need actual numbers!

Different thing. But if you want to play that game: the DM can just decide the AC. Increase dex of the monster, change the worn armor etc.
Sure, they can, and I do. But we still have a bunch of examples for benchmarks, instead of being told "just make something up."

I don't mind some DCs. Xanathar's guide has some DCs for tool uses. That is useful.

If those examples are useful and have a good range. What I wish for is having some typical applications for a skill listed for each DC:

Lets mak an example:
Athletics:
DC 5: climb a ladder at fast pace, swim in a quiet lake without clothes.
DC 10: swim in a stream, jump on a small table.

And so on.
So instead of making an exhaustive list of tasks with DC's I'd like it to be sorted by DC and some examples so a DM can get a feeling for probabilities... most DM's make every check on step too hard.
Maybe have a big box with an explanation why making checks too hard sucks. How it leads to powergaming and so on.

... and still they make the same errors over and over again...

Which I never said that it should be that way. But giving 100 tables to look up useless DC's is not helpful either.

It is more helpful to adress DC's to checls on the fly based on the felt difficulty. Which is always very circumstantial.
And it is more helpful to teach them not to describe surroundings in exact numbers. Big room, small hall, a wide chasm...
I think we're actually broadly on same page here. I don't need the rules to cover everything either, just some examples that help extrapolating consistently. But I do think that things like extra lifting or jumping etc should have concrete numbers, as default lifting and jumping has them as well.
 

log in or register to remove this ad

Raiztt

Adventurer
More guidelines on skills and their DC's and fantastical things for skill expertise would help set expectations for players and guidelines for DM's. I say this as someone who almost exclusively DM's.
Then play 3rd edition. 5e clearly moved away from that kind of granularity. I would not hold out any hope that the next iteration of D&D will reverse course.
 

Chaosmancer

Legend
Weapon Mastery is level 1.

I could see level 10, Tier 3 were you can get upgraded Weapon Grandmastery

Then level 18, Tier 4 for Weapon Perfection.

That doesn't answer the question really.

A pin down ability.

Target a foe. If they move, you get 2 ranged bow attacks at advantage.

Okay.

So you hit an enemy from 100 ft away, and then if they move on their turn, you get to shoot them two more times with advantage as a reaction. That is incredibly powerful for 10th level, and also raises a question... what is the point of being a melee character?

On of the things melee characters can do, is help control the battlefield by preventing enemy movement. This ability is FAR better, and imagine what happens if the fighter has this and took push mastery? You are 10 ft away, hit the enemy, pushing them back 15 ft. On the enemies turn they charge you to engage in melee, you hit them two more times with advantage, moving them back to 20 ft away. You are, quite literally, untouchable.

Now, I grant, you can solve this problem the same way you solve PAM+Sentinel, send more enemies. However, this is a rather extreme combination of abilities, and now you need to match this power with new options for polearms, heavy weapons, sword and board, and dual light weapons. And two attacks at range with advantage as a reaction is going to be HARD to match the power of. And then you need something even stronger for "weapon perfection"
 

Chaosmancer

Legend
except high level feats for Fighters D:

Well... didn't they though? The epic level handbook and the book of the nine swords both existed in 3.5, and 3.5 was also the edition with skill powers and DCs for things like running on clouds.

I think those things were too heavily gated and hard to achieve, but they did exist.
 

Vaalingrade

Legend
Then play 3rd edition. 5e clearly moved away from that kind of granularity. I would not hold out any hope that the next iteration of D&D will reverse course.
Still wondering what we're paying for when we're getting rulebooks without the rules we actually need.

Why not give out index cards that say 'ask your DM'?
 

Chaosmancer

Legend
I get it. I just don't feel a particular urge to satisfy folks who are willing to let the game be unbalanced for the sake of a narrative I don't think they should need.

If I were a designer at WoTC, perhaps I'd be more flexible.

But if there's one thing that irks me at some folks' attitude toward game mechanics and fantasy settings it's this banal insistence on specifically magical explanations for everything fantasy under the sun.

And not even fleshed out, principles based magical justifications. Just plain old "add the word 'magic' and we're good" approach to phenomenon explanations.

I understand. It honestly reminds me of a guy I met in college. He was writing "Law and Order, but in space with aliens" and his first paragraph was a detailed breakdown of how everything else was made up and didn't comport with reality. He just... had to make sure we understood that he didn't actually witness an alien courtroom and alien laws.

They just need that hard line between "this is real things real people do" and "this is made up". Which I just don't need.
 

Raiztt

Adventurer
Still wondering what we're paying for when we're getting rulebooks without the rules we actually need.

Why not give out index cards that say 'ask your DM'?
I think this is a good question, unironically. What ARE the developers design goals? What style of play, specifically, are they trying to foster? Can it be described without referring to buzzwords or vaguery?

No matter which camp you're in, this would be very useful to everyone.

I, personally, do not think you can successfully split the difference between rules-light games like PbtA and the traditional/paradigmatic crunch of 3e. I think instead of the 'best of both' D&D 5e ended up being just mediocre at either.

I would prefer if D&D picked a lane and just stayed there.
 

Because there's no frame of reference for spells in our real world.

Because certain effects need more mechanical definition but not all do. How much damage a martial character does with his longsword as an example.


He already has that. He can shape the whole world, including having places/objectspeople not be influencable by spells.


No. It's a spell. I wouldn't be opposed to it upscaling by being upcastable in a higher level slot though.
The nice thing about there being no frame of reference is that it means that neither the player nor the DM can get it wrong. Supposing guidance is necessary, the same kind of guidance provided for skills could easily apply to spellcasting. The method may be exotic, but the effects are not, broadly they fall into:
  • Deal damage
  • Inflict condition
  • Restore HP
  • Buff die-roll
  • Move something
  • Transform something
Add in something for range and number of targets, and I'm reasonably sure you could put together a DC chart that would cover 90% of the spells in the book. (And this would still be more than what is provided for jumping)

The "He can shape the whole world bit, is also a non-argument". It's true of everything in the game. By this logic, you can justify proscribed mechanics for both everything and nothing.

"It's a spell" is also a non-argument.

You can have a cook make the exact same recipe in the exact same kitchen, using the exact same tools, and the exact same ingredients on two different days and have meals of differing quality on those two days.

Modern, automated, high volume industrial processes still incorporate quality control mechanisms to detect defects. And those mechanisms are there for a reason, because defects occur even in modern automated industrial processes.

But the level 11 6-int wizard in Eberron, with skills in animal handling and stealth reading the phonetic spelling of the verbal components out of his book and producing some random bit of mixed soil is able to manipulate the delicate fibers of reality to..

Achieve exactly the same effect as

The level 20 max stat Land druid with Nature proficiency chilling out on the Plane of Earth, calling on the Nature spirits who they've trained their whole lives to commune with, speaking into their crystal focus..

This, to you seems reasonable. But DMs should be deciding how far PCs can jump?
 

Chaosmancer

Legend
I'm not up to date with D&D 5.5E or Now or Next or whatever it's called, but is there anything like the Champion fighter subclass in it? If it were implemented well, it seems like it would have been the solution to a lot of this: the fighter either trains to master a bunch of combat techniques, trains to learn magic, or trains to be impossibly strong.

There is, but I don't see it as a solution really.

While the One DnD fighter does get to increase their jump distance, that does limit that sort of mobility to only that fighter, meaning none of the others can. Otherwise, their big power is increased crits, which I feel is bad design.

They do get an additional style at level 7, like they always did, but again... most styles are incompatible. Most of the time, people just grab +1 AC with this. Which isn't really changing their gameplay loop.

Level 10 they can give themselves advantage once per turn, which is fun, but still doesn't change their loop. More increased crit... and then FINALLY the regeneration ability, which is actually insane and I love how it was presented to make the champion feel utterly unstoppable.

But that is one ability, at the end of the subclass, which doesn't truly help earlier on.
 

Chaosmancer

Legend
You don't grasp the problem. Since it is the DM who decides the exact wideness of the chasm, probably by looking into a list how far it needs to be for a certain check, why go thorough all those hoops and just decide for a check and tell the players that the chasm is a bit too wide to easily jump across.

If one player tells me his character is exceptional at jumping, why should I tell them ah, i see, you can jump exactly 19 ft. But too sad, my chasm is exactly 20 ft across. So your extraordinary ability is not helpful.

In your previous example, you said this:
the chasm is 15 ft wide. My jump distance is only 9ft. Can I try it anyway?
Yes. But it is a hard check

Is that a hard check because you increased the distance by 5 ft [making them short by a foot, but that was reasonable fudging]? Increased it by 10 ft [putting them over the limit]? Or doubled the jump distance [putting them over the limit]?

As a DM, not just as a player, this MATTERS. Because when I look at a player with a jump distance of 18 ft, I need to know whether or not the chasm is reasonable to jump if it is 22 ft across, 28 ft across, or 38 ft across. Let's say I'm a human champion fighter, and the DM has stated that it is 40 ft gap between the walls and the castle. My jump distance is normally 22 ft, should I even consider that I can jump that distance? If it is a DC 20 check, and I have a +7 with advantage.... that isn't a bad deal, maybe throw a bit of bard inspiration on it. If a DC 20 check can only extend me to 27 ft, this is impossible and I need another solution..

Sure, if the DM is making a chasm, they can decide how hard it is to cross, but unless they have stated their rules the player is probably going to see they can't make the jump with their known numbers, and dismiss the attempt out of hand.

If those examples are useful and have a good range. What I wish for is having some typical applications for a skill listed for each DC:

Lets mak an example:
Athletics:
DC 5: climb a ladder at fast pace, swim in a quiet lake without clothes.
DC 10: swim in a stream, jump on a small table.

And so on.
So instead of making an exhaustive list of tasks with DC's I'd like it to be sorted by DC and some examples so a DM can get a feeling for probabilities... most DM's make every check on step too hard.
Maybe have a big box with an explanation why making checks too hard sucks. How it leads to powergaming and so on.

I don't disagree with your point broadly, but there is an issue. Well, a few issues.

Swimming is never a check, unless you are dealing with rapids or rough seas. I know some people disagree with me, but that is what the book says. So, it is never a roll to swim in a stream or a river... so is swimming through white water rapids a DC 10? That's when the rolling starts, so that would make sense right?

And jumping onto a small table would be the same... except, wait, a person with a +1 strength who can run up can jump onto a 4 ft surface without a check. So, for them, there should be no DC. And are we talking landing on their feet, or grabbing with their hands and pulling up?

This is why, actually, I think we would be better serve with examples and rules in each section. A DC 10 jump might just be "add your strength mod to the distance again, minimum of +1" which makes sense for how the jumping rules are presented, while a DC 10 swim is going to be more about "swimming through strong currents or thick liquids" which makes sense for how those rules are already structured.

I agree, don't want a million tables, but since the rules for these things already work differently, the examples need to be different to make sense.
It is more helpful to adress DC's to checls on the fly based on the felt difficulty. Which is always very circumstantial.
And it is more helpful to teach them not to describe surroundings in exact numbers. Big room, small hall, a wide chasm...

I disagree. Because the felt difficulty is so malleable that it becomes impossible to guess. And the players need to have some conception of how difficult something might be, to consider it.

I've altered the strength lifting rules so that player's feel as strong as I think they should, but if I don't tell the player "your goliath barbarian is strong enough to pick up and throw a Harley" then they aren't going to even consider trying to rip the steel bars from the stone of their prison cell, because they feel that would be too hard for them. They need to have reference points, even vague ones, and so the DM. After all, I imagine you are thinking that should be a DC 20 or 25 check to accomplish, since breaking manacle chains is a DC 20 strength check, but for me, I would actually lower that manacle check, and for a strong enough character, they can just do that task, because I have the basis of how strong they are to reference, and if you can throw a small car, I don't think you are going to reasonably struggle to snap unenchanted chains with a few minutes of effort.
 

Remove ads

Top