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D&D 5E Why does 5E SUCK?

Actually, most eds of D&D /have/ treated PCs and NPC very differently. 4e and 5e give them monster-like stat blocks. 3e gave them NPC classes. AD&D gave them compressed in-line stats.
An in-line stat block in AD&D was nearly identical to a full-stat write-up for a fighter of the appropriate level. Third edition suggested using certain classes for NPCs and other classes for PCs, but either one could take levels in any class and the game treats them identically. Fourth edition treated NPCs as monsters, with no practical alternative.

Fifth edition offers NPC monsters as a bone to appease converts from 4E, but also suggests using real class levels as a reasonable alternative.
 

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I have no idea why you would call clerical healing 'inefficient'. Quite the contrary it is quite efficient, especially if you pick the correct domain, which gives you a significant extra bonus to heals and a CD-based heal. Yes, paladins can heal somewhat, and various classes have some very limited ability to do some self healing, but a cleric offers a much larger hit point reserve that can be deployed to whomever needs it and is pretty easy to use.
...
Yes, you can construct some bard builds that can dedicate their most valuable spell slots to healing spells. A paladin can act as somewhat of a sub for a cleric too. However, none of them competes with the real thing, not by a long shot. An 18 WIS level 1 healing cleric will heal more than 2x the HP per slot used than any bard, and close to that much more than a paladin.

At first level maybe. By 6th level the Lore Bard with Aura of Vitality is blowing the cleric's efficiency out of the water. 5 SP for 70 HP beats 2 SP for 9.5 HP. The bard has 32 SP so can deploy 420 HP of healing compared to the cleric's 152 HP. Life cleric can't make up for that disparity.
 

The_Gneech

Explorer
An orc grows up in his tribe. He's an AD&D orc with 1HD. The chieftain of his tribe gets killed by a wandering troll and our orc is promoted to chieftain. He's now got the stats of a Bugbear.

IOW, this orc has more than one stat block. And, if for some reason he stops being chieftain, while not being killed, he goes back to being 1 HD.

What? o_O

"The orc chieftain has stats similar to bugbear" doesn't mean a random orc put on the Chieftain Hat and magically transformed. It means that among this particular bunch of orcs, the biggest and toughest one (mechanically comparable to a bugbear) has risen to the rank of chief. If he gets killed, that orc is gone, and the next orc to take up the role is just the toughest of the 1 HD orcs– probably the one with the most hit points. After some time and training, he may very well also become as tough as a bugbear... but it's unlikely the PCs will ever see that. And if, having trained up, he is suddenly deposed, he will still be as tough as a bugbear, he just won't be chieftain any more.

The rules support the game world, not the other way around!

-The Gneech :cool:
 

No, that's not true.

An orc grows up in his tribe. He's an AD&D orc with 1HD. The chieftain of his tribe gets killed by a wandering troll and our orc is promoted to chieftain. He's now got the stats of a Bugbear.

The orcs should obviously set up a line of succession so that every time the PCs kill the chieftain, the next orc automatically gets promoted during combat. And of course current HP are part of stats, so promotion comes with a free heal!

:)
 

tyrlaan

Explorer
That's all great, but it's your DMing skills coming into play, not how the game is written. In 4e, if I was designing a 5th-level adventure that included Vecna's Very Secret Diary in it (maybe it's in the same room as the MacGuffin) and I want the PC's to have a chance to open it, maybe I'll give picking the lock a hard DC...for 5th level characters. In 5e, that same diary would be a hard DC period. They've got a chance to open it, just as in 4e, but now that DC is a property of the item.

If later on in 4e, I've got a dungeon crawl and I want to have hard locks for the 10th-level party, I'll again use a hard DC. That'll make it harder than opening Vecna's Very Secret Diary. In 5e, that same dungeon crawl might just have locks that have a hard DC in them. Now they're as hard as opening Vecna's Very Secret Diary.

This was your original point, which I refuted, and I'll refute again.

Honestly, if you build a 5th level adventure to have the players crack open Vecna's diary, you can give it whatever DC you want and work out how its possible all sorts of ways. Maybe another god is granting the thief a +20 bonus. Maybe the thief has magical lock picks and doesn't know it. Maybe it's actually already been picked. Etc.

My point is, if someone running the game is a stickler for making sure the DCs of locks later on are consistent with the sliding scale rules, that person is probably going to justify breaking the sliding scale when they break it.

The fundamental tenet of 5e is rulings not rules. Why is it impossible to assume rulings not rules for 4e?

Furthermore, this whole example laid out to try to demonstrate why DCs are "bad" in 4e feels a lot like the linchpin in the example is akin to putting a warning label on a Batman costume that reads "cape does not actually enable child to fly". As in, this absurdity should have been addressed because someone somewhere is going to mess this up. Basically, how much do you expect to have spelled out in a rules system? I'm especially curious to hear an answer to this because 5e leaves a lot to interpretation by design. Which, if that's good for 5e, how is that a flaw for 4e?

Alternatively, if you just don't like 4e and prefer 5e, that's cool, but please just acknowledge that and move on. This really feels like a lot of twisting and turning just to pull out the dead horse and give it another kick.

Even a DC that is high for a 5th level character will be really low for a character of 15th level in 4e. In 5e, these DC's are the same - hard is hard. In 4e, these DC's vary with the level of the character - hard for a 1st level character isn't hard for an 11th level character.

The "tradmill" problem that can wreck the feeling of achievement. The issue isn't one lock, it's the comparison between the two challenges (and how similar they are in 4e despite the intervening levels).

The DCs are just a smokescreen. The DCs, the bonus and the rate you get them, is all pretty much irrelevant. What provides a feeling of achievement is a DM presenting challenges and PCs overcoming them. What numbers specifically are involved doesn't matter, as long as it feels like an obstacle was overcome.

If DCs really mattered as much as you and others are arguing they do, diceless RPGs and games that use opposed roll mechanics for resolution wouldn't work because "how would you know if you're getting better"? The answer is simple - it's in the fiction. Games like D&D bake that improvement into the game through the numbers slapped on monsters and PCs that give you queues on how to steer the fiction. With an easy yardstick on character power - levels - you can then take advantage of what the designers have already built for you to give players bigger and badder obstacles, or throw old obstacles at them so they can see how much they've improved. But at the end of the day, how those numbers work and where they come from doesn't really matter as long as it's consistent over the course of the game, which is edition agnostic.

Maybe you would, but there's a lot of folks who would see that and say "Hah, well, I guess these other 23 levels are completely unnecessary. Why did I even need 7? If it's just going to be the same thing with bigger numbers, this number doesn't represent me achieving anything."

If I sat down at a table expecting a game to go to max level, yeah. But if the campaign was designed to go to 7 or something close, and that was communicated up front (which we can assume is likely since the alternative is group dysfunction and can't be justified as a criticism of any system), then I'd be okay with it - or I wouldn't and therefore wouldn't play that game.

I mean, to illustrate with extremity, the DM could just declare that your characters are like unto gods and can kill demon kings on a roll of 4, and you aren't going to feel that accomplished killing demon kings because your ability to do so had nothing to do with anything you did as a player.

Mechanically, you haven't moved the needle. It's crystal clear that the DM just gives you a DC that bears no real relation to the game-world, that is calibrated exactly for your level, and that isn't related to the things you do as a player.

I'm sure this illustrates something, but I am not seeing what that is other than a really odd premise for a game.


The fact that Level 7 is meaningless. The fact that you can do that at level 7 supports that point.
Why is level 7 meaningless anymore than level 15 or 20 or 30? What point is this supporting?

The maths are intolerant. You try hitting the AC of a level 13 monster at level 1 in 4e and tell me how it turns out.

So your suggesting that if a GM alters the difficulty of an encounter they only shift one attribute? I don't understand what you're getting at here.

Because they don't need to. They can just let the chips fall as they may. The DM doesn't need to know the outcome going into it - maybe folks die, maybe they get clever, maybe they run away.

The adventure that 5e uses to teach new DMs how to play - Lost Mine of Phandelver - has a CR 8 dragon in an adventure designed for characters of level 1-3 or so. It's better because of that beyond-deadly threat.

In 5e, you don't have to make the decision to adjust the difficulty of an encounter. You can just let the players handle the fallout. Maybe they'll handle it quite well! Maybe not. Either way, it'll be interesting!

Sure the slow advancement of numbers in 5e gives you more of a safety net to play this way, but nothing is stopping you from doing the same in any system. 5e just lets you be lazy about it.

The fiction isn't relevant - what's relevant is that the difficulty you're trying to hit hasn't changed. It's the same number, you're just better at it now.

You know your 4th time through a boss fight in Dark Souls? The boss hasn't become any easier, but you're dodging and hitting and getting its rhythm down and you used less estus to get there and you're doing better and maybe you've got it this time okay! You've become better at the game - you're a better legendary undead whatits, a better protagonist, a better hero, a better player. In 5e, that feeling comes from whiffing on svirfneblin at level 1 and solidly hitting giants at level 13. They haven't gotten any harder - your character has just gotten better at hitting.

Of course the fiction is relevant. If the fiction wasn't relevant we would play games like this -

GM: Adam, roll a check against obstacle A. Let's say this is a combat obstacle, you can roll your attack.
Adam: I got a 15.
GM: Success! You hit obstacle A and it's damaged. Janice, there are 3 more obstacles here. To make it interesting, Obstacle B has partial cover and Obstacle C has an obscurement effect. What do you want to do?


Regarding your Dark Souls example.... So in the example, you improve/level up and the boss gets progressively easier for you to handle, not because it's gotten less powerful, but because you've gotten better.

If that's your example, wouldn't that be analogous to whiffing on sirfneblin at level 1 and crushing them at level 7 because you've gotten so much better? Afterall, it hasn't gotten weaker, you've gotten stronger.

And since that is a fair analogy to your Dark Souls example, isn't that the same as saying in 4e, you had a hard time fighting orcs at level 1 and later fight them at level 7 and crush them?

Your example for 5e doesn't track with your Dark Souls analogy because you claim the way improvement is demonstrated is showing how you do against a completely different foe. Don't get me wrong, I'm very convinced you can obtain a sense of achievement from 5e. I just struggle to understand how you can argue that this can't be experienced in 4e.

If your game wants to preserve careful balance, sure.

If your game's got no real problem dropping a CR 8 dragon into a level 3 party, the advice should rather be, "This thing will probably kill people. Have fun."

Or if you want to know how to preserve balance OR break it when you want, sure. The alternative feels just lazy to me.
 

The_Gneech

Explorer
In re: the Diary of Vecna, I think the thing that drove me most crazy about the levelling treadmill in 3.x and 4E both was it made levelling feel like a lot of math for no benefit. As someone said upthread, if you have +5 against a DC 15 lock at level five and +10 against a DC 25 lock in the same situation at level ten, then what purpose do those levels serve. Ditto fighting... if you've got +5 to hit and do 10 damage against an AC 15/20 hp orc at level five, then +10 to hit and 20 damage against an AC 25/40 hp orc at level ten... why have you bothered?

The answer, presumably, is that your abilities have broadened, thanks to gained feats/class features/etc., and I can totally get behind that. But if that's all that -really- changes, why not just track that stuff and chuck out the arbitrary number inflation?

Theoretically, that's what bounded accuracy does, or at least moves toward. Most of a character's abilities are going to stay fairly static (Which means you actually get -worse- against things that call for saving throws you aren't proficient with! But that's a whole other post.), but that's okay because the rest of the world around you is also static. But you do get perceivably better at the things you are supposed to be good at.

In the case of number of attacks (or spell damage) and hit points, those things grow because they are the things that measure the improvement of certain characters (particularly fighters and blasty mages). The fact that other characters -don't- get that much better by comparison is how they differentiate.

Living in a "relativistic" game world that moves the goalposts depending on the skill of the character is something that has always bugged me. The old Star Wars d6 system did something similar when it changed its DC scale from 5 / 10 / 15 / 20 to 3-7 / 8-12 / 13-17 / 18-23 between 1st and 2nd editions. I had at least one player quip, "Can we hire a starting character to come in here and skew the difficulty numbers down?"

-The Gneech :cool:
 

That's all great, but it's your DMing skills coming into play, not how the game is written. In 4e, if I was designing a 5th-level adventure that included Vecna's Very Secret Diary in it (maybe it's in the same room as the MacGuffin) and I want the PC's to have a chance to open it, maybe I'll give picking the lock a hard DC...for 5th level characters. In 5e, that same diary would be a hard DC period. They've got a chance to open it, just as in 4e, but now that DC is a property of the item.

If later on in 4e, I've got a dungeon crawl and I want to have hard locks for the 10th-level party, I'll again use a hard DC. That'll make it harder than opening Vecna's Very Secret Diary. In 5e, that same dungeon crawl might just have locks that have a hard DC in them. Now they're as hard as opening Vecna's Very Secret Diary.
Dude, are you listening to yourself? You've left the reservation entirely. I mean really, you're out in loony toons left field at this point. Anyone who sets "Vecna's Secret Diary" to have a level 5 Hard DC isn't portraying it in fiction as something awesome. They're portraying it as something that persons you would be likely to meet on a daily basis have a decent chance of accomplishing (IE Fallcrest, a town of under 2,000 people has a number of level 5 figures in it, presumably at least one of them has a decent Thievery bonus). So, any complaints you make based on the supposed awesomeness of this Diary, are now completely absurd, null, and void, because it isn't really that tough a task in the grand scheme of things (its a DC22, and 4e DC chart goes up to DC42). Its not uncommon for level 1 PCs to have a +11 Skill Bonus, so while DC22 isn't trivial it is far from depicting something really difficult.

Beyond that how does this work? If you want the 5e PCs to open it, you better have some way for them to be surely able to do so, and a hard DC isn't that way!

As for the whole rest of it, its meaningless, your diary was easy in the grand scheme of things, and is roughly a Medium DC for level 10 PCs. So in fact, while you may cast it in the fiction as some big deal, it just isn't, you're using the math wrong.

What I would suggest if you want some sort of super spiffy McGuffin like this and have it play a part in the level 5 adventure is to have a series of graded DCs. The players can unravel some of the mystery of the item at level 5, like that it IS in fact a diary, and whatever other fact needs to be known in that context. Then the thing can continue to present challenges at higher levels, as the PCs gradually figure out what it is that they actually have.

Even a DC that is high for a 5th level character will be really low for a character of 15th level in 4e. In 5e, these DC's are the same - hard is hard. In 4e, these DC's vary with the level of the character - hard for a 1st level character isn't hard for an 11th level character.
The level 5 hard DC is the level 15 Medium DC. So by advancing a whole tier (IE from village strong guy to one of the greatest warriors of the current age) you have brought the DC for something that a very talented and skilled PC could accomplish about half the time into being something that your average trained or very talented untrained PC can do half the time.

And no, AGAIN, in 5e there is no such thing as 'hard is hard', if you define it that way, then you have to acknowledge that the 4e continuum of DCs from 9 to 42 also forms a range in which some things are 'absolutely hard' and that divining which ones those are is pretty trivial when they are neatly ranked by DC. So in fact 5e's terminology tells you something so trivial that it doesn't even need names attached to it.

The "tradmill" problem that can wreck the feeling of achievement. The issue isn't one lock, it's the comparison between the two challenges (and how similar they are in 4e despite the intervening levels).
Again, this is ridiculous because 4e clearly tells you to advance the fiction by advancing the DCs that are considered 'relevant'. 5e doesn't do any such thing. So a 4e level 5 adventure will have totally different fiction from a level 10 or 20 adventure. Foes that were level 5 relevant will be trivial now at level 10, and your character will deploy a whole different sort of powers at level 20, have a PP and soon an ED. It really is a very different game, notionally. I agree that you'll use the same basic mechanics to run it, but not the same DETAILS. At level 1 you push, at level 10 you daze, at level 20 you stun.

Maybe you would, but there's a lot of folks who would see that and say "Hah, well, I guess these other 23 levels are completely unnecessary. Why did I even need 7? If it's just going to be the same thing with bigger numbers, this number doesn't represent me achieving anything."
But the intent of the Neverwinter thing WAS to be a self-contained 10 level mini-campaign. It wasn't intended to be followed by anything else. I don't know, perhaps they suggested follow-ons? Its possible you could go on and tack on another 5 levels and take on the primordials or something.

I mean, to illustrate with extremity, the DM could just declare that your characters are like unto gods and can kill demon kings on a roll of 4, and you aren't going to feel that accomplished killing demon kings because your ability to do so had nothing to do with anything you did as a player.

Mechanically, you haven't moved the needle. It's crystal clear that the DM just gives you a DC that bears no real relation to the game-world, that is calibrated exactly for your level, and that isn't related to the things you do as a player.
I'm so sick of this balderdash. Everything has significance in 4e just like it does in 5e. If a DC25 signifies something in 5e, then a DC35 (roughly the same point in progression) signifies something equally in 4e. You can keep making up this :):):):):):):):) story that it doesn't BUT IT DOES, and when you keep doing that it really makes your whole argument just this eye-rolling nonsense.

In 5e, if you want PCs to be succeeding in DCs a reasonable amount of the time then you will set them in some range, I'd say level 1 PCs that will be between a 5 and about a 15. For level 20 PCs that will be maybe more like between a 15 and a 25. In both cases you might now and then set a DC 5 or 10 higher than that to represent something that is both really hard and you don't really care if the PCs pass or not. Presumably, because you want consistent fiction, you will describe these things as appropriate (IE rusty latches, simple keys, well-made locks, cunning locks, evil gnomish locks, the hardest lock in the world, etc.

In 4e you'd use the level 1 Easy/Medium/Hard DC (8/12/19) for level 1 PCs, for stuff. The level 1 locks may be of the rusty latch, simple key, and ordinary lock categories. At level 30 with DCs of 24/32/42 the EASY locks will be made by evil gnomish trapsmiths, and the hard one is a living Far Realms entity that drives you mad as you pick it.

I'm lost as to where the lack of progression is here, or why it would be in any way less than obvious to a GM that a DC42 lock is a totally different beast from a DC8 lock.

The fact that Level 7 is meaningless. The fact that you can do that at level 7 supports that point.
And how is Level 7 more meaningful in 5e? Levels are a meta-game construct, they have NO MEANING in the game. They just represent numerically all the factors in the game that make someone powerful (luck, skill, willpower, toughness, divine protection, etc).

The maths are intolerant. You try hitting the AC of a level 13 monster at level 1 in 4e and tell me how it turns out.
You try hitting a CR 8 monster in 5e at level 1 and let me know how it turns out.

Because they don't need to. They can just let the chips fall as they may. The DM doesn't need to know the outcome going into it - maybe folks die, maybe they get clever, maybe they run away.

The adventure that 5e uses to teach new DMs how to play - Lost Mine of Phandelver - has a CR 8 dragon in an adventure designed for characters of level 1-3 or so. It's better because of that beyond-deadly threat.
Better than what?

Suppose I wanted to put a Dragon in my level 1-3 4e adventure. Oh, wait, Kobold Hall, the intro 4e adventure in the DMG, did that! Now, they made it the weakest dragon in the MM, a baby white dragon, and you CAN beat it (though it isn't easy). It could just as easily have been a young white dragon, which would be basically impossible, maybe a super min/maxed party could have done it, but basically suicide. Maybe that would have been a more interesting adventure, but I'm not really defending WotC's adventure writing chops, which in fact IMHO suck. They are farming out all the 5e adventures, and its a good thing! I wish to hell they'd farmed out the 4e ones.

In 5e, you don't have to make the decision to adjust the difficulty of an encounter. You can just let the players handle the fallout. Maybe they'll handle it quite well! Maybe not. Either way, it'll be interesting!
OK, and 4e has a rule against this? Honestly, read any of the 4th Core adventures. They're stupidly hard, with encounters at level +10 all over the place. You're just expected to either pull off something amazing or die and suck it. 4e does this as easily as any other D&D. There is noplace in the 4e DMG or any other reference that tells DMs to rescale encounters. None at all that I can remember.

The fiction isn't relevant - what's relevant is that the difficulty you're trying to hit hasn't changed. It's the same number, you're just better at it now.

You know your 4th time through a boss fight in Dark Souls? The boss hasn't become any easier, but you're dodging and hitting and getting its rhythm down and you used less estus to get there and you're doing better and maybe you've got it this time okay! You've become better at the game - you're a better legendary undead whatits, a better protagonist, a better hero, a better player. In 5e, that feeling comes from whiffing on svirfneblin at level 1 and solidly hitting giants at level 13. They haven't gotten any harder - your character has just gotten better at hitting.
So, what you're saying is that the only valid way for someone to feel a sense of accomplishment is if they hit more often. That's a pretty darned narrow sensibility there if you ask me. In fact I think this kind of assertion is almost patently absurd.

If your game wants to preserve careful balance, sure.

If your game's got no real problem dropping a CR 8 dragon into a level 3 party, the advice should rather be, "This thing will probably kill people. Have fun."

OK, so drop a level 12 4e dragon into a level 3 party. The result is going to be the same. The idea that somehow 5e has invented some marvelous technique that didn't exist or was somehow not blindingly obvious in 4e again just seems absurd on the face of it. One would have to be daft at a level that would preclude functioning as a DM to fail to be able to do this in either system.

Nor will the result be materially different. In 5e the PCs might get a few hits for insignificant damage, where in 4e they might wiff and just do miss damage with their daily/encounter powers that they will surely toss out on round one, before fleeing, if they are still at positive hit points.
 

Erechel

Explorer
In vanilla 5E? No. This is one of those unfortunate gaps in 5E. There are really no spell research rules worth mentioning. Everything at my table has been imported from AD&D.

At my table, it has not been a huge factor for my PCs so far, in the same way that gathering intelligence has not. But I've encouraged it and my players have all shown an interest in spell research (especially after I pointed them at the Book of Lost Spells as inspiration and explained my rules for spell research). They just haven't actually completed much due to time constraints, and only having a level 3 research library.

If any, this will be too my biggest complain about 5th Edition too. I really miss the "Spell Research" rules from the AD&D DMG. They actually played an enormous role in my games, altering greatly the reality of my worlds. One of my favourite characters, my brother's Necromancer Sínsumi had been characterized as an unholy researcher. He invented a Necromancy/Illusion hybrid called "Maldición del Demonio Barrigudo" -"Fat demon's curse"-, destined to frighten and drive crazy his enemies without directly conflict them. He, good times when he hired rogues to steal underwear and make his crazy vodoo dance, and then the Red Guy from Cow and Chicken haunts his enemies by rubbing them his crotch while they try to sleep.
 

We haven't found this to be the case. In fact, this is the first edition we've been able to play without a cleric. Even in 4E our group due to our play-style required a cleric. The warlord did not heal near as well on a consistent basis. None of the "Leaders" did. The cleric was the best healer in the core rulebooks. Maybe expansion changed this. Our foray into 4E almost always included a cleric. We tried the warlord. He just didn't work very well for healing. We play a vicious game.
I don't know what to say about that. Your warlord can heal as well as any stock cleric, and in 4e amping up healing too much beyond stock cleric levels is actually counterproductive, so I don't understand what sort of game would be needing these super healers that wouldn't be better off with a Warlord that can also buff damage output and end fights quicker. I guess if you've seriously twigged with the 4e rules, maybe, but who can say? If so then I'd offer that it isn't really valid commentary on 4e anymore.

In 5E we've found both the bard and druid are viable healers. The druid brings so much to the table he can often mitigate damage preventing the need for healing.
Hmmm, I haven't seen any real damage prevention from the druid in our game. The CLERIC on the other hand managed to put up a pretty nasty Protection from Evil 10' Radius (or whatever it is called now, anyway it worked wonders against a fire elemental). Now, maybe our druid is weird or something, the player is a new guy and I am not super familiar with all the details of his character. Still, prevention can't always replace healing, though I suppose its possible it could reduce the need for it sharply.

You still need a healer in 5E. That part I agree with. You now have the option of bard, druid, or cleric. The only cleric that is clearly the best is the Life cleric. One level of life cleric can turn the druid into an amazing healer. One level of life cleric turns goodberry into an amazing spell.
Yeah, I don't know much about optimization tricks using MCing. AFAIK we aren't even using it, though I suspect the DM might give in if someone had a good story reason to do it. Of course if you bring in MCing in any modern D&D its hard to talk about 'classes' anymore, as it becomes some form of almost classless system (4e doesn't quite get there, but its pretty close).

We were all surprised this is the first edition of D&D that we could play without a cleric healer. In 3E/Pathfinder channel energy was king at low levels. In 4E the cleric has better healing powers in the core book. In 5E the cleric is a relative equal to the druid or the bard.

The 4e cleric has SUPPLEMENTAL healing powers, and probably does slightly more healing than most other leader builds, though not all. Other classes have modest additional healing, clerics can get a number of spells such that they could dedicate pretty much all their powers to just healing (and be pacifists and take the life domain etc).

However, healing beyond the standard minor action 'healy' powers, the 2x/encounter ones each leader has, generally degrades party performance. It isn't a terrible idea to have maybe one additional surgeless healing power, and some powers have 'ancillary' healing effects that are reasonably useful. However, even the Astral Seal power is widely known to be mathematically worse than just attacking with a good damaging at will like Burning Brand. Its only real appeal is as a fill-in for a pacifist cleric who never wants to ever do any damage and would literally just sit back and waste a standard if he didn't have it. Dealing damage is just better than healing, most of the time, and once you get enough healing to deal with bringing up downed PCs you're wasting your time on more. Any bard or warlord in 4e can do that fine.
 

Hussar

Legend
What? o_O

"The orc chieftain has stats similar to bugbear" doesn't mean a random orc put on the Chieftain Hat and magically transformed. It means that among this particular bunch of orcs, the biggest and toughest one (mechanically comparable to a bugbear) has risen to the rank of chief. If he gets killed, that orc is gone, and the next orc to take up the role is just the toughest of the 1 HD orcs– probably the one with the most hit points. After some time and training, he may very well also become as tough as a bugbear... but it's unlikely the PCs will ever see that. And if, having trained up, he is suddenly deposed, he will still be as tough as a bugbear, he just won't be chieftain any more.

The rules support the game world, not the other way around!

-The Gneech :cool:

I was pointing out the mistaken idea that a monster's stat lock is in any way fixed. It's not. And never was. 3e's standardized approach is one way but hardly the only way to go.

Everything else is standard edition war fodder.
 

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