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<blockquote data-quote="toucanbuzz" data-source="post: 7520786" data-attributes="member: 19270"><p>Welcome back! Besides the long break, your road sounds like my route, starting with AD&D for a long time (even when 3rd came out), then a stint with 3rd/Pathfinder (wherein we had complaints), and into 5th (which addressed several of those complaints).</p><p></p><p> Not at all! Fighters seriously rock, and out of all the classes, they get a crapload of ability score improvements (or Feats if allowed). As to AC, it's not about AC. <strong>Bounded Accuracy</strong> fixed the math. In other words, whether you're 20th level or 1st level, <em>a dagger in the heart kills you.</em> <strong>Hit Points</strong> represent more than they ever have before your ability to avoid the fatal blow. Higher levels = less likely to die = better defense. This concept remedies an innumerable amount of issues, including but not limited to: 10 town guards have crossbows trained upon your 10th level fighter. In 3rd edition, your 10th level fighter shrugs, avoids the hits, and slaughters then. In 5th, there's a good chance the town guards hit, and suddenly numbers matter. If you play fighters into high levels, they can be killing machines, and much much more than any other prior edition (beyond the role play of the game!</p><p></p><p> Nah, <em>Burning Hands</em> actually continues to be a weaker option. You have to be on the front lines to cast and (unless you take Evocation school) in a position to avoid killing comrades. The damage isn't impressive given the save (if a 1st level monster casts, let's say DC10-12), and to take full advantage, enemies have to be lined up idiotically. <em>Remember, monster casters are weaker than player casters because monsters don't get proficiency bonuses (unless otherwise stated).</em></p><p></p><p> <em>Refer above. Hit Points are a form of armor class for some monsters and classes, like Barbarian. Ogres are exactly as they should be. If you want to face them on their battlefield, trading blows, they'll lay out the pain. If you have a spell that attacks Wisdom and so on, the Ogre is screwed. So it depends on whether the players are playing smart or not as to whether a particular monster is deadly or not.</em></p><p></p><p><em>The only issue I've had thus far is that monsters in the MM are too simplistic, and this has been cured by a DM Guild supplement created by DMs that provides features for each monster.</em> Otherwise, play D&D a bit. We ran a Test campaign on the basic rules and the D&D Starter set. It rocks, and if there's something that's not working (e.g. monsters too simple), default to Rule 0 and make the game as you need it.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7520786, member: 19270"] Welcome back! Besides the long break, your road sounds like my route, starting with AD&D for a long time (even when 3rd came out), then a stint with 3rd/Pathfinder (wherein we had complaints), and into 5th (which addressed several of those complaints). Not at all! Fighters seriously rock, and out of all the classes, they get a crapload of ability score improvements (or Feats if allowed). As to AC, it's not about AC. [B]Bounded Accuracy[/B] fixed the math. In other words, whether you're 20th level or 1st level, [I]a dagger in the heart kills you.[/I] [B]Hit Points[/B] represent more than they ever have before your ability to avoid the fatal blow. Higher levels = less likely to die = better defense. This concept remedies an innumerable amount of issues, including but not limited to: 10 town guards have crossbows trained upon your 10th level fighter. In 3rd edition, your 10th level fighter shrugs, avoids the hits, and slaughters then. In 5th, there's a good chance the town guards hit, and suddenly numbers matter. If you play fighters into high levels, they can be killing machines, and much much more than any other prior edition (beyond the role play of the game! Nah, [I]Burning Hands[/I] actually continues to be a weaker option. You have to be on the front lines to cast and (unless you take Evocation school) in a position to avoid killing comrades. The damage isn't impressive given the save (if a 1st level monster casts, let's say DC10-12), and to take full advantage, enemies have to be lined up idiotically. [I]Remember, monster casters are weaker than player casters because monsters don't get proficiency bonuses (unless otherwise stated).[/I] [I]Refer above. Hit Points are a form of armor class for some monsters and classes, like Barbarian. Ogres are exactly as they should be. If you want to face them on their battlefield, trading blows, they'll lay out the pain. If you have a spell that attacks Wisdom and so on, the Ogre is screwed. So it depends on whether the players are playing smart or not as to whether a particular monster is deadly or not.[/I] [I]The only issue I've had thus far is that monsters in the MM are too simplistic, and this has been cured by a DM Guild supplement created by DMs that provides features for each monster.[/I] Otherwise, play D&D a bit. We ran a Test campaign on the basic rules and the D&D Starter set. It rocks, and if there's something that's not working (e.g. monsters too simple), default to Rule 0 and make the game as you need it. [/QUOTE]
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