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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Neonchameleon" data-source="post: 6145292" data-attributes="member: 87792"><p>If 5e turns out very differently from the playtest packets, and into a game that isn't Spellcasters Uber Alles and in which breaking open a heavy door or climbing a greased rope or breaking chains is possible for Asmodeus, and Legolas could reliably shield surf then I'd have some idea that it would work.</p><p></p><p>Hell, <em>Tightrope walking</em> in the current playtest packet is <em>DC 25.</em> I hate to think what the following youtube video in D&D Next would be. At least DC 30 and I think DC 35.</p><p></p><p>[video=youtube;WG_xEnboyWw]http://www.youtube.com/watch?v=WG_xEnboyWw[/video]</p><p></p><p>What skilled people in the real world can do without magic is much, <em>much</em> more awesome than anything in D&D Next's current playtest. DC25 for a simple walk across a tightrope? To take 10 (i.e. do it reliably), that means that every one of the above performers must be rolling at +15 (!). Meanwhile Fly is (as ever) a 3rd level spell.</p><p></p><p>While I'm at it, on a skim through. Drive. DC 15: Control a heavily laden cart on a steep descent. DC 20. Make a tight turn or steer round an obstacle. Handle Animal DC 30: Tame a Wild Animal. So someone with an 18 wisdom and skilled at animal handling needs a natural 20 <em>and</em> a natural 6. Sense Motive DC 25: Recognise an outside influence such as a spell on someone. That might as well be put in there to make sure people can't use skill to notice mind control magic. Keeping from getting lost in the wilderness is an improvised (i.e. no skill ) DC 20.</p><p></p><p>And the fighter gains no new capabilities after 11th level.</p><p></p><p></p><p></p><p>As I've pointed out, the designers <em>are</em> showing. And what they are showing is non-magical people, other than having hides tougher than orc axes, can't even come close to matching up to real world levels of competence.</p><p></p><p></p><p></p><p>The playtest is PR as much as anything. And what it shows us is <em>what the designers are thinking</em>. Right now they seem to be thinking the opposite way to you.</p><p></p><p></p><p></p><p>I'd hope so.</p><p></p><p></p><p></p><p>And I see pointers away from people without magic being useful other than to hold pointy bits of metal. See above. I prefer to remain bound by the evidence of my senses and my ability to understand what's going on.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6145292, member: 87792"] If 5e turns out very differently from the playtest packets, and into a game that isn't Spellcasters Uber Alles and in which breaking open a heavy door or climbing a greased rope or breaking chains is possible for Asmodeus, and Legolas could reliably shield surf then I'd have some idea that it would work. Hell, [I]Tightrope walking[/I] in the current playtest packet is [I]DC 25.[/I] I hate to think what the following youtube video in D&D Next would be. At least DC 30 and I think DC 35. [video=youtube;WG_xEnboyWw]http://www.youtube.com/watch?v=WG_xEnboyWw[/video] What skilled people in the real world can do without magic is much, [I]much[/I] more awesome than anything in D&D Next's current playtest. DC25 for a simple walk across a tightrope? To take 10 (i.e. do it reliably), that means that every one of the above performers must be rolling at +15 (!). Meanwhile Fly is (as ever) a 3rd level spell. While I'm at it, on a skim through. Drive. DC 15: Control a heavily laden cart on a steep descent. DC 20. Make a tight turn or steer round an obstacle. Handle Animal DC 30: Tame a Wild Animal. So someone with an 18 wisdom and skilled at animal handling needs a natural 20 [I]and[/I] a natural 6. Sense Motive DC 25: Recognise an outside influence such as a spell on someone. That might as well be put in there to make sure people can't use skill to notice mind control magic. Keeping from getting lost in the wilderness is an improvised (i.e. no skill ) DC 20. And the fighter gains no new capabilities after 11th level. As I've pointed out, the designers [I]are[/I] showing. And what they are showing is non-magical people, other than having hides tougher than orc axes, can't even come close to matching up to real world levels of competence. The playtest is PR as much as anything. And what it shows us is [I]what the designers are thinking[/I]. Right now they seem to be thinking the opposite way to you. I'd hope so. And I see pointers away from people without magic being useful other than to hold pointy bits of metal. See above. I prefer to remain bound by the evidence of my senses and my ability to understand what's going on. [/QUOTE]
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