Tony Vargas
Legend
The subtle distinction between "this class idea could have some issues with implementation that might cause a little trouble at the table, please watch out for that, especially in playtesting" and "this class idea could have some issues with implementation that might cause a little trouble at the table, don't you dare even try to add it to the game under any circumstances." Addressing a concern with a possible new class means that you want to see the class implemented in a way that minimizes the potential problem you see. Raising an objection to a possible new class means you don't want the class to be added, at all. The former is asserting your desire that the game try to avoid sucking unnecessarily (yes, I'm afraid suck is sometimes necessary, perfection being impossible), the latter is asserting your desire to dictate to everyone what they can play.Yes, I've had some lovely discussions with mellored, Bawylie and others on alternative abilities and language that would address my concerns (although I will admit the nuance between how you are using 'concern' and 'objection' eludes me at the moment.)
When I say the system is 'up for handling anything,' well, first, yes, it may be an overstatement for effect, maybe 'anything from a past edition' (or even 'core in a past edition) would be a safer way to put it. But, more importantly, I'm not talking about the game exactly as it stands can be mangled and shoved into shape by amateurs - it can be, that's just not what I'm referring to. Rather, the point is that the design philosophy and the basics of the system can handle the addition of any given new class or other game element. It might still bloat and experience negative effects if many (dozens of classes, hundreds of feats, thousands of spells) such things were added, and were all used at one table, but there's nothing 'impossible' about handling a class or other game element from a past edition and doing so in a way that's faithful to the concept and supports the play styles in questions.I'm not 100% sure about the statement in bold. It might be true in the same vacuous sense that makes it possible for AD&D 2nd edition to handle lightsabers and CoC-style Sanity loss, through extensive houseruling--but houserules of that magnitude generally don't borrow much from their base systems.
Sure, you could find outre mechanics that are basically incompatible with rolling everything on a d20. A percentile roll, though, is not exactly hard to convert to a mathematically equivalent d20 check.There are some AD&D-era mechanics that I think could be ported into 5E, but I would not make the claim that it can handle "anything" from that edition
Spells do scale with level, cantrips literally so, while other spells scale with the level of the slot (and your available slots scale with level). It's not an identical mechanic, but it supports the concept of casters getting better at casting as they level up.Other things like spells that scale with level are even further from the 5E idiom and simply don't belong.
I don't see how it'd be a major problem. So it's a monster you can't cast spell directly upon with much chance of success? Parties have other resources than spells, and other ways to use spells other than casting them directly at enemies. That hasn't changed from 1e to 5e.For example, much as I love 90% Magic Resistant Mind Flayers, much as I "hanker" for them, I haven't made up my mind to houserule it into existence because it's so far from the 5E idiom that I am doubtful 5E can handle it[1].
I dunno. I don't think I'd want to create a new mechanic. First, a straight % implies that the level at which magic was cast isn't relevant, but everywhere else in the game it is.
Or you could just give casters a magic resistance DC to overcome, using caster Stat mod + proficiency. It was an obscure rule in 1e, but IIRC, magic resistance went up for casters under 11th and down for those above that level. So a DC of around 28 would probably be equivalent to 90% magic resistance. Level is taken into account, the spirit/feel/concept of the old mechanic is re-introduced, and the 'new' (it's prettymuch how 3e did magic resistance, so not that new) mechanic fits the dice conventions of the current edition.I think the 5E way of simulating Magic Resistance would be for me to: give disadvantage to magic attacks, and give advantage on saving throws (which 5E already does), and give them the Avoidance feature that Demiliches have. For highly-resistant creatures such as Mind Flayers it might be appropriate to also give an AC bonus and a saving throw bonus against magic attacks, no more than +4. Or how about, "The Mind Flayer can expend its reaction to add its profiency bonus to its AC or saving throw against a magical effect. It must do this after it sees the die roll but before the effect is resolved." Kind of like Defensive Duelist for Magic, and it winds up serving the desired function of making Mind Flayers fairly impervious to bog-standard Fireballs, although you might or might not want to do something about Magic Missiles.
In D&D, where magic is such a common, highly-available, and powerful tool for PCs? Sure, sometimes. The Mind Flayer's magic resistance goes way back. I'd think it had to do with them being Lovecraftian eldritch abominations so alien that our world's magic can barely touch them. In 1e, the rationale for magic resistance was often (though hardly consistently) that the creature was extra-dimensional in nature (maybe magic meant to affect natives of the plane couldn't reach the 'whole' creature? IDK). It's certainly not that they're arch-wizards. Arch-wizards, afterall, don't develop magic resistance.But in any event Mind Flayers are supposed to be psions, not arch-wizards, which to me doesn't even suggest "magic resistance" but rather "immunity to mind controlling effects". Sure I can see rationalizing the magic resistance but it's tangential not core. But they give wizards the heebie-jeebies because they want to eat your brains. Do you really need something more terrifying than that?
Second Wind isn't magical in the Standard Game, but there's no reason a DM couldn't house-rule it to be magical if it fit his campaign (probably want to beef it up slightly to compensate for the potential loss of availability when magic is being blocked or countered or messed with somehow). For that matter, a player and/or his PC could /believe/ the ability was magical, and what's to say it isn't some subtle sort of magic that just isn't subject to the usual laws and trappings of casting or ki or other supernatural powers?Maybe he rules that the fighter's second wind is magic. The Eldritch Knight already has magic, and the Champion's regeneration sure looks magic to me.
The same goes for any current or hypothetical non-magical ability that might cross some individual's personal verisimilitude line like that.
Really should be a non-issue.
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