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lowkey13
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The whole idea of "shifting goalposts" and even moreso "continuously shifting goalposts" implies a type of insincerity in discussion on @MoonSong's part that I think is not warranted.
When MoonSong clarifies that what was meant was not (7th level) Plane Shift but (2nd level) Rope Trick (ie an ability that comes on line at 3rd rather than 13th level) that is not a shifting of goalposts. It's just making it clearer what was desired, and why 5e doesn't deliver.
The obvious solution is to let the sorcerer PC learn Rope Trick. Is that going to break the game? Seems unlikely.
EDITED to clarify: Rope Trick may well be broken (I imagine this is something on which opinions differ quite a bit) but I don't see why it would be any more (or less) broken being on the list of a sorcerer's known spells than being in a wizard's spell book.
For what it's worth, my experience is closer to @EzekielRaiden's - I don't find 4e hard to "hack". Though maybe what I'm doing doesn't count as "hacking" in the relevant sense.
The sorts of things I'm thinking of are various ways of regimenting and adapting the skill challenge rules (combining the best of DMG, DMG2, Essentials plus ideas from ENworld posters); working with players to tweak themes, epic destinies etc; managing changes in PC build that go beyond the retraining rules but reflect events in the narrative; adjudicating "actions the rules don't cover" (per p 42); building monsters/NPCs, environmental effects, etc; using various mechanical and narrative approaches to rationing extended rests; and probably other stuff that I'm forgetting at the moment.
I'm not suggesting that 5e is particularly rigid, but I'm not sure in what ways it's distinctively hackable.
Interesting. I know you skipped 3e, but that'd've been easy to do then, too - use touch AC, apply DR. It seems it might be more problematic to adapt to 5e, both for want of any REF/touch-AC mechanic, and because hp/damage scaling is so dramatic (already an issue with Heavy Armor Mastery, for instance).Revised Armor to provide DR (attacks that target AC target Reflex)
Dual-pool hps? Did you run into issues with the 'bloodied HPs' becoming the much more 'important' pool? (I guess you probably didn't, or you wouldn't have stuck with it...) It's an issue that tends to crop up with such systems - if at all possible, you bypass one of the pools, and keeping that from happening impinges on the realism/verisimilitude such systems are typically aimed at addressing.Your bloodied HP is based on your size (not half total) and represents actual damage (armor protects bloodied damage
2nd wind and healing surges don't increase bloodied hit points [BHP] only not your HP)
Those are more familiar variants, maybe not in the details, but in the idea of goosing monster damage and ELs to increase the sense of jeopardy, shortening the day, generally dialing things up, overall. 5e's many-easy-combats model would be distorted, but it already has plenty of dailies, so you don't need the first variant (and the 'distortion' might be just want you're going for, anyway).You can use healing surges to recharge encounter and daily powers
Revised monster damage per the DMG 42 blog suggestions
Revised monster level to approx. 2/3 listed level
Just don't engage in edition warring. It's not that hard to avoid. If, for you, that has to be not talking 'negatively' about 4e, because you just can't see the line, fine - it's not like defunct editions are that relevant a topic, anyway.So basically like I originally said your reasoning boils down to... don't talk about it negatively because it's 4e...
That does further limit your options from the player side.It is still re-skinning. I don't like re-skinning
Not achievable via build even with feats and MCing on the table?but that still won't give me the familiar and everything else.
Favor wizards how?And well, so far a lot of 5e DMs greatly favor wizards and are very build-phobic, many won't even allow SCAG or UA material.
Sure. OTOH, if you had a slightly different vision of the Sorcerer, it might not have. You're down to demanding system artifacts as if they were central to character concept.You know what always let me play that kind of PC? playing any variant of 3e with any barely competent DM which is way easier to find.
Congrats at not getting killed at low level. Not even hit, though, that's suspicious. ;PJust wrapped up the third session of Curse, aka the third session of Death House and finished it. Tonight was more of a combat grind, just four combats in succession, though one was in such a small space half the party couldn't participate(including me). We managed to beat the end battle without any serious casualties, mainly thanks to the Bard using Vicious Mockery which never failed to connect. I participated in three battles, got two crits, cast Shield of Faith on myself, spammed basic attacks, and successfully completed my third session without ever being hit. Got level three and my Vengence Oath.
Initiative has been turn-based/cyclical since 3.0, so while that's the case, it's nothing new.I'm finding initiative interesting. Due to how fast combats go, rolling low on initiative can cost you turns as the final monster dies before your final turn, so other PCs get more turns. That being said, going late is a defensive advantage, as the monsters and PCs engage each other and you can pick your spot, moving to where you are the least vulnerable. My Paladin has 10 Dex and initiative +0.
Congrats at not getting killed at low level. Not even hit, though, that's suspicious. ;P
Initiative has been turn-based/cyclical since 3.0, so while that's the case, it's nothing new.
And well, so far a lot of 5e DMs greatly favor wizards and are very build-phobic, many won't even allow SCAG or UA material.
Just don't engage in edition warring. It's not that hard to avoid. If, for you, that has to be not talking 'negatively' about 4e, because you just can't see the line, fine - it's not like defunct editions are that relevant a topic, anyway.
Except it can be stolen, taken away or destroyed. Specially in the middle of an adventuring day. That kills the feel that magic it a part of you. Fluff can change, but it doesn't mean it is not important. I could just not handle mages in 2e, they were too different from what I was looking for.As far as I can tell the "Tome" is about 99% fluff and can be completely ignored.
I dunno. [MENTION=6689464]MoonSong[/MENTION] is lamenting an inability to build a preferred character type in 5e. Those preferences are the goalposts!
Well you asked for the ability to hide in dimensions... you didn't specify a particular level or a particular spell.
It's 2 spells though. One you'll probably only ever cast again if the familiar dies and the other has a duration of 1 hr. As others have suggested, re-skin the book. Here's a suggestion make it a focus for your more esoteric spells (rituals) and you're good.
Well, refluffing takes mental gymnastics that are alien, confusing, distracting and immersion breaking for me. Maybe there is something wrong with me, but I can't separate flavor from mechanics without basically ignoring mechanics. I just can't, it feels wrong very wrong.That does further limit your options from the player side. Not achievable via build even with feats and MCing on the table?
As in prefer wizards over sorcerers, and refuse to have a sorcerer if they already have a wizard.Favor wizards how?
And, however 'a lot' of DMs might behave, surely it's the DM you actually game with that matters, and you could find the right one?
Sure. OTOH, if you had a slightly different vision of the Sorcerer, it might not have. You're down to demanding system artifacts as if they were central to character concept.
I know you've done Sorcerer threads before, I might just hunt one up and bump it to try to get at what's really central to the concept, not just exactly-a-3e-Sorcerer-in-3e-or-bust.
Wait, DMs will turn you deny your choice of class because a different class is already at their table?As in prefer wizards over sorcerers, and refuse to have a sorcerer if they already have a wizard.
I'll grant that the original Sorcerer was innovative at the time, and it did make for some interesting build-to-concepts, more for it's shortcomings - because it /couldn't/ just prep new spells each morning, spell choice was more defining - than for it's strengths. It's still a choose-spells-known class, so that still applies.It is not that I think the 3e sorcerer is perfect -far from it-. But that is the most inclusive version to date so far.
So the spell list is a big part of the problem? The sorcerer is ironically-unique in having no unique spells, but I thought it otherwise had a lot of the same spells as the wizard? Just not the 'Name' spells, Tenser's this and Ottiluke's the other thing and so forth?There is practically no subtle magic left in the class, and basically nothing that helps to build things, only to destroy them.
It seems like it would be almost trivially easy (again, I'm sorry, easy for the DM) to allow an Arcane Trickster using Sorcerer-style mechanics instead of Wizard-style ones. Artificer, sure, not a thing yet. Witches, not just because of the name, seems like Warlock could do well - or, the more neo-pagan take, Druid. And I'd think MCing and Magic Initiate (both OK in AL, AFAIK) could fill in some of the holes...My few 3e sorcerer gishes are not that good in 5e. My magical thieves -basically a rogue substitute using magic to carry the weight- gone, my magical artisans, my witches that come from a long line of witches who inherit a gift for magic, my enchantresses descended from nymphs... all gone. The 5e sorcerer is just that limiting (for me at least).
How about silence?
I can't find the right one for 5e, all DM-centric solutions have failed for me, because I can't find a good DM for 5e, it is not for lack of trying. I care about many 5e DMs because those DMs have not been open to players or outright tell me they don't care about my playstyle or even actively oppose my ideas.
It is not that I think the 3e sorcerer is perfect -far from it-. But that is the most inclusive version to date so far, with every new edition it has become more and more specific and more and more limited. There is practically no subtle magic left in the class, and basically nothing that helps to build things, only to destroy them. My few 3e sorcerer gishes are impossible under 4e, and not that good in 5e. My magical thieves -basically a rogue substitute using magic to carry the weight- gone, my magical artisans -and not just artisans that also do magic, and by do magic I mean "fireball stuff-, my witches that come from a long line of witches who inherit a gift for magic, my enchantresses descended from nymphs... all gone. The 5e sorcerer is just that limiting (for me at least).