D&D 5E Legends & Lore 7/21/14

Does anyone else have problems with Level based ability increases?

Given 1E had them for the Cavalier class, which had precisely that as one of it's features, and every edition since 1E has had "book of increase stat by 1"-type magic items? (Except 4E, AFAIK)

No, I sure don't have a "problem" with them. Indeed, last I heard, most old-skool-types seem to think them less offensive than Feats! Maybe that's changed, but I'd be surprised.
 

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Well, what the "main" aspect is, is open to debate. You could prevent stacking without any kind of checked Concentration mechanic, couldn't you, SigmaOne? I mean, just say "You can only have one Concentration spell in use at a time". You don't need any checks or anything.

Few (IMO of course) buff-type Concentration spells are good enough to need breaking, either, so they don't really seem balanced on that basis (in fact a lot of them are actively terrible when Concentration is factored in, which kind of encourages you to cast them on your friends but seems a bit extreme).

Whereas the Concentration check DOES balance extremely powerful Save-or-Suck or Save-or-murder-your-friends spells like Dominate. With Hold Person, you save every round anyway, so not a huge deal if you have Concentration or not. Dominate and a lot of other "Save only at the beginning" spells, though? Yeah, the Concentration check is a big balancing factor there, because it's quite likely anyone who isn't a Cleric (or similar) is going to only have a 5-30% chance to save against those at higher levels (lowest of any edition, generally speaking), but they CAN be broken by breaking the Concentration of the caster.

I certainly agree there's a problem with concentration on self buff spells. Blur is hardly a "winning move" for example, and Fly which may be pointed out as one of the most game-breaking buffs by some, is only game-breaking because a fighter with only melee weapons can't reach them. Other than the fact that all fighters should carry ranged weapons, most casters will simply die from sustained ranged attacks, and anyone really serious about flying is probably going to get a magic item like Wings of Flying which won't be loss with concentration.

As for de-buffs, I'm ok with the damage save on those, because the caster simply hides after they cast that, and the party keeps the others away.
 

It's nice that many people's preferences can be easily accommodated "within the rules".

However, for my part, feats like War Caster seem like a thing all adventuring casters would have. If you're going into close-quarters battle on a regular basis (often in cramped and ~unescapable environments), advantage on Concentration seems like a "basic training" kind of thing to me...

It seems like only "non-adventuring wizards" (the classic trope of "bumbling wizard caught along for the ride" also falls into this) would not have this ability. This is great for those that want NPCs and PCs to have the same "rules source" and also for those that like the "incompetent/untrained" adventurer, so well done on that front.

Personally, I may include feats that feel "required" or "obvious" in the base classes...

NOTE: sorry for all the "quotes", I'm not a native speaker and I'm struggling with wording for what I wish my meaning to be.
 

So lets make a few guesses...

Lightly Armored, Moderately Armored, Heavy Armored: Proficiency in Armor and a +1 ability score.
Alert, Athlete, Actor, Healer, Skilled, Skulker: Give proficiency in one or more skills and tools, along with a ability increase. Perhaps a bonus to go along with said skill.
Linguist: Bonus languages?
Great Weapon Master: Oh, Hai DoaM! That's where you went!
Dual Wielder: Hey, why can't I use a rapier and short sword? Oh, that's why.
 

It's nice that many people's preferences can be easily accommodated "within the rules".

However, for my part, feats like War Caster seem like a thing all adventuring casters would have. If you're going into close-quarters battle on a regular basis (often in cramped and ~unescapable environments), advantage on Concentration seems like a "basic training" kind of thing to me...

It seems like only "non-adventuring wizards" (the classic trope of "bumbling wizard caught along for the ride" also falls into this) would not have this ability. This is great for those that want NPCs and PCs to have the same "rules source" and also for those that like the "incompetent/untrained" adventurer, so well done on that front.

Personally, I may include feats that feel "required" or "obvious" in the base classes...

NOTE: sorry for all the "quotes", I'm not a native speaker and I'm struggling with wording for what I wish my meaning to be.

I think Battle Caster is designed for Clerics that wade into combat and the fighter mage type. I think the average fireball throwing wizard would choose a different route.
 

It's nice that many people's preferences can be easily accommodated "within the rules".

However, for my part, feats like War Caster seem like a thing all adventuring casters would have. If you're going into close-quarters battle on a regular basis (often in cramped and ~unescapable environments), advantage on Concentration seems like a "basic training" kind of thing to me...

It seems like only "non-adventuring wizards" (the classic trope of "bumbling wizard caught along for the ride" also falls into this) would not have this ability. This is great for those that want NPCs and PCs to have the same "rules source" and also for those that like the "incompetent/untrained" adventurer, so well done on that front.

Personally, I may include feats that feel "required" or "obvious" in the base classes...

NOTE: sorry for all the "quotes", I'm not a native speaker and I'm struggling with wording for what I wish my meaning to be.

I can definitely see a front line caster wanting and picking this feat as almost mandatory, but as for Ranged focused Wizards its hard to justify completely. Sure the bonus to concentration checks is awesome, but that isn't going to help you keep them from just making a save in the first place. You waste all the extra abilities because you dont have your hands full all the time. Maybe you want to be a wizard carrying a shield in one hand and a focus in the other, thats a cool concept but thats not going to work for everyone. The limited number of feats a Wizard gets means that they need to matter more, and I'm guessing the other "spell caster" feats are far more tempting for a character that doesnt fit this type..
 


Okay Scrivener, the important ones: Actor and Tavern Brawler - hit me!

Actor

+1 Cha, advantage on Cha (Deception) and Cha (Performance) checks when "acting, mimicry.

Tavern Brawler (I love this one)

+1 Str or Con, proficient with improvised weapons, d6 unarmed damage, bonus action to grapple with unarmed or improvised weapon attack, advantage on saves vs becoming intoxicated
 

Grappler

This one scares me... too many flashbacks to 3e. I would have prefered a sidebar in one of the books talking about how adventures have sweaty hands and therefore are unsuited to ever try a grapple check.
 

Actor

+1 Cha, advantage on Cha (Deception) and Cha (Performance) checks when "acting, mimicry.

Tavern Brawler (I love this one)

+1 Str or Con, proficient with improvised weapons, d6 unarmed damage, bonus action to grapple with unarmed or improvised weapon attack, advantage on saves vs becoming intoxicated

Can you use DECEPTION in combat? If you can't use deception, I don't see how the ACTOR feat is anything more than a "flavor feat". It would suck if that was the only "bardy" option.
 

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