ChrisCarlson
First Post
Can someone please explain how the 4e barbarian uses the crack the shell daily power to separate an NPC from his armor?
Can someone please explain how the 4e barbarian uses the crack the shell daily power to separate an NPC from his armor?
Is there some Evasion module in the DMG that I missed (they're could be, I'm not big on auditing rules this time around).I can understand this criticism when applied to AD&D (your best run-away option was to use the optional sprinting rules) but it doesn't apply in 5E
That's two optional sub-systems to let one PC run away.from build-time options like "Multiclass to Rogue/take the Mobile feat"
So that one PC runs away and hides in a pocket of nowhere.to between-adventure options like "Memorize Expeditious Retreat/Rope Trick"
Doesn't sound great. You want to make sure everyone can run a gauntlet back to the entrance, you'd have to run pretty early in the fight before hps have been too depleted.to pre-encounter options like "Make sure the horses are posted right outside the entrance, and then just eat opportunity attacks until you can reach them and then spend half your movement to mount, then ride away"
It was good enough for Jim Hawkins, so I'll spot you that one.to completely spur-of-the-moment options like "Hide in a barrel".
I'm aware it's never worked well in D&D and I haven't seen a convincing counterpoint, as yet. Really, what'll be convincing to me is seeing a party actually try one of these days...I assume you are well-aware Tony that running away works great in 5E.
Is there some Evasion module in the DMG that I missed (they're could be, I'm not big on auditing rules this time around).
That's two optional sub-systems to let one PC run away.
So that one PC runs away and hides in a pocket of nowhere.
Doesn't sound great. You want to make sure everyone can run a gauntlet back to the entrance, you'd have to run pretty early in the fight before hps have been too depleted. It was good enough for Jim Hawkins, so I'll spot you that one.![]()
Seriously, though, as popular as it was on Monty Python & the Holy Grail, "run away, run away!" does not seem to have caught on with a lot of D&D groups, IMX, and the lack of a decent mechanic to resolve the whole party escaping seems to me to be a big part of it. I've seen at least my fair share of TPKs, and too often, by the time players realize things are not going their way, disengaging already seems to be a bad option. Of course, the more willing you are to outrun your allies (or 'drop food,' but I repeat myself), or otherwise go the every adventurer for himself rout, the more viable it becomes, I suppose...
I'm aware it's never worked well in D&D and I haven't seen a convincing counterpoint, as yet. Really, what'll be convincing to me is seeing a party actually try one of these days...
We were on to 5e at that point...If you're asking about the AD&D sprinting rules
A PC...You mean, "that's two optional sub-systems, either of which will suffice to let a PC run away." I listed a bunch of options, but you don't need to employ them all simultaneously.
Seems a little much to have to optimize the party to do something as straightforward as run for your lives. But that's hardly unprecedented.Again, you don't need to employ both of these--and you can obviously build an entire party full of mobile PCs, which works really well because now everybody in the party can employ these tactics.
It'd help, going forward. Too often I've seen players consider the option of running only when there's already one or more PCs down or they're too worn down to endure a series of 'parting shots' or too shy on resources to blow spells to make a break for it. Greater prescience on their part would obviously help, but so would that option being a known quantity in the same sense that standing and fighting tends to be.Seeing is believing?
[MENTION=97077]iserith[/MENTION]:
My point was that a barbarian does not generally have the option to declare he wishes to use crack the shell. So if the barbarian's player declared that he was attempting to do such a thing, how is that any different from a 5e character (who likewise does not have that daily power) wishing to do such a thing?
We were on to 5e at that point...
A PC...
Seems a little much to have to optimize the party to do something as straightforward as run for your lives. But that's hardly unprecedented.
It'd help, going forward. Too often I've seen players consider the option of running only when there's already one or more PCs down or they're too worn down to endure a series of 'parting shots' or too shy on resources to blow spells to make a break for it. Greater prescience on their part would obviously help, but so would that option being a known quantity in the same sense that standing and fighting tends to be.
Not a crazy idea. But, if you're optimizing for survival, what do you do? Optimize for known quantities, the sub-systems in the game that are well defined, or for those that are less-well defined or harder to quantify?Optimizing for survival should be the party's top priority in my opinion.
Each individually, yes. How they'd work when you're trying to get your party to safety from an encounter gone bad, not always so much.Aren't Expeditious Retreat/Rope Trick/Wall of Force/Cunning Action/Mobile/Longstrider/Phantom Steed/Find Steed/wood elves/grappling/dodging/chokepoints/wall running/monks/Haste known quantities?
Oh, I'm not overly concerned with my current more-or-less regular group, whom I might have occasion to 'train' that way, that campaign's fairly railroady as it is.I see two ways forward for you: either threaten your players with potential TPK a few times
Not a crazy idea. But, if you're optimizing for survival, what do you do? Optimize for known quantities, the sub-systems in the game that are well defined, or for those that are less-well defined or harder to quantify?Optimizing for survival should be the party's top priority in my opinion.
Each individually, yes. How they'd work when you're trying to get your party to safety from an encounter gone bad, not always so much.Aren't Expeditious Retreat/Rope Trick/Wall of Force/Cunning Action/Mobile/Longstrider/Phantom Steed/Find Steed/wood elves/grappling/dodging/chokepoints/wall running/monks/Haste known quantities?
Oh, I'm not overly concerned with my current more-or-less regular group, whom I might have occasion to 'train' that way, that campaign's fairly railroady as it is.I see two ways forward for you: either threaten your players with potential TPK a few times