D&D 5E Dex to AC when unconscious?

Which is still daft since the high dex unconscious PC still has a higher AC than the low dex unconscious PC in the same armor.

I get the whole "simplify the rules" bit, but this is more or less throwing the baby out with the bath water. :lol:
Then please feel free to change it.

For others, the added simplicity is a fair exchange for the lack of 'reality', if you don't agree with that design decision, change it.

I don't see it as 'throwing away the baby', I think it is good designed based on keeping their eye on streamlining the design and compensating in other ways.
 

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Having the luxury of playing Monday morning DM, I'd fluff a miss as an adjacent enemy does not give you the opportunity to attack.

example: The enemy throws a brief feint then does something else, causing you to defend yourself rather than attack.

If no enemy around, a creature can take a melee attack for automatic critical hit.
 

I agree that this is a hallmark of 5E. But I also agree that customization is also a hallmark of 5E.
The same mechanic can certainly be described as "good-enough" for a wide range of circumstances. But as months roll by an players find that more and more different circumstances are resolved in the exact same way mechanically, it gets to be a "been there done that" thing.

Flat-footed ACs and shifting modifiers (etc, etc) can certainly turn into a bogged down experience. And that is a bad thing. But lack of mechanical variety is also a problem.

AD&D is frequently criticized for too many ad-hoc systems. And yet it was a HUGELY popular game. I think RAW 5E goes too far the other way and will see some decay in support because of it.
A better balance can be had.
And 5E supports creating that better balance. But it remains to be seen if a modular game supporting a wide range of play styles really has legs for years of success.

Absolutely agree about customization. I guess the right answer is "what works for your table". We're both "doing it right" if we're having a good time. I personally don't need that level of mechanical differentiation, but ten years ago I would have hungered for it. Now I can look at games like FATE that have one simple mechanic and it's enough because it gets the mechanics out of the way. But I also play games like Battletech and love crunchy simulations.

So I guess I say I'm fine with the rules as they are, and if your table wants more detailed 5e also gives you the tools to customize and that's good too.
 


Absolutely agree about customization. I guess the right answer is "what works for your table". We're both "doing it right" if we're having a good time. I personally don't need that level of mechanical differentiation, but ten years ago I would have hungered for it. Now I can look at games like FATE that have one simple mechanic and it's enough because it gets the mechanics out of the way. But I also play games like Battletech and love crunchy simulations.

So I guess I say I'm fine with the rules as they are, and if your table wants more detailed 5e also gives you the tools to customize and that's good too.
I certainly not arguing taste and I've also gone through ups and downs in my preference for tiny details over time. (though I certainly tend toward up)

My point is not remotely that people are not having a GREAT time with the simplified systems. My point is that, even for those people who love it, I question the longevity.
 


I certainly not arguing taste and I've also gone through ups and downs in my preference for tiny details over time. (though I certainly tend toward up)

My point is not remotely that people are not having a GREAT time with the simplified systems. My point is that, even for those people who love it, I question the longevity.

This is an interesting point.

One thing I noticed recently is the "5E at high level lets me create an uber group that solo monsters cannot handle" posts. I thought about that and I realized that the reason groups can be so uber is that they can control a lot of game elements (advantage, disadvantage, terrain, spells, etc.) that even many of the MM solo monsters cannot. I thought of some ways to counter that, and then I realized that the easiest counters do not exist in the game system.

Disarm and Sunder.

Yes, a battle master fighter can disarm monsters, but monsters cannot disarm PCs.

The high level PC wizard cannot have his uber staff taken away or broken, the high level PC uber damage archer cannot have his bow taken away or broken. There might be a rare monster here or there (e.g. rust monster) that has a special power, but hindering PCs by targeting their tools or armor does not exist for the most part.

It's not that I think that PCs should be severely hindered often by targeting their tools or that it should necessarily be easy to do that, it's that the entire plausible chain of events like "the giant grabs the archer and yanks the bow from his hand" never occurs (shy of house rules or DM fiat). The archer is (more or less) immune to that based on the rules. Back to your point about longevity, I suspect that people will start either going to other more detailed games, or they might start adding in a lot of house rules in 5E to allow for some of these game elements from earlier editions.

In some ways, the very stories that DMs present tend to be confined somewhat by the rules. And there are some things that players want to accomplish that the rules either prevent, or discourage.
 

In some ways, the very stories that DMs present tend to be confined somewhat by the rules. And there are some things that players want to accomplish that the rules either prevent, or discourage.

This is true of every edition of every roleplaying game that has ever existed. The rules of the game, no matter how light or complex the system, prevent or discourage some action the DMs or PCs want to accomplish somewhere along the way. Such is life.
 

Depends on the armor. The way they do armor, it hardly matters. Arcane casters generally can't wear heavier armor and have low dex. When they go down, they still have maybe a 14 or 15 AC. Advantage and autocrit is going to waste them as happened to me tonight. I imagine the really odd combo is the highly dexterous rogue in leather being harder to hit than a full plate wearing paladin. That is definitely goofy, though it hardly matters when you're unconscious. You're going to die either way. Maybe that is why they didn't bother to complicate things given how little it matters.

You'd be surprised. I had a couple of NPCs beating on an unconscious PC for multiple rounds, unable to quite finish him off. Mostly luck but still kind of disconcerting.

(PC really, really offended them.)
 


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