D&D General Chris just said why I hate wizard/fighter dynamic

DND_Reborn

The High Aldwin
Ok, first explain to me how this:
so do the example. Give me 2 equally well equiped equally well made characters 1 spell caster 1 non spellcaster and make both equally useful in all ways...

has to do with what I said:
Then I feel a bit badly for you because I never see that... If that is your experience it isn't any wonder you started the thread.

in response to this post:
except that I always see people want to compare +3 weapon +3 armor ring of prot and 2-3 misc items to a wizard with a scroll or two or maybe a potion.
 

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Maxperson

Morkus from Orkus
Stuff like this belongs in the Players Handbook, not the DMs Guide.

Also, social reactions, stealth rules, athletics rules, and so on, needs to be in the Players Handbook.

Everything one needs to run a game belongs in the Players Handbook.

Everything in DMs Guide is more about modifying the game.
Why would something that has nothing to do with the players be in the PHB? Players determine their morale for their PCs without a roll. The morale rules are for NPCs and monsters.

The PHB should be just for what the players need to make and run their characters. The rest of the rules should be in the DMG.
 

DND_Reborn

The High Aldwin
The question is always, compared to what? An 18 Int Wizard at level 11 who devotes 4 spells to attacking Str, Con, Int, Wis still has 11 spells left over. That is the same amount as a Sorcerer of the same level.
(bold added)

What do Sorcerers have to do with this?

Seems to me that the cost for a fighter to be merely “adequate” in social encounters is higher.
And how did this part get involved???
 





DND_Reborn

The High Aldwin
For me, I just wish it wouldn't be so ebulliently flagrant about what it isn't simulating sometimes.
Especially when with some very simple rules, it could be better at simulating and even representing "heroic" or "super-heroic" capabilities...

Base: (RAW) you can long jump a distance equal to your STR score with running start blah blah blah

Add: while unencumbered. If you are encumbered, your distance is half. (still simple)

Improved: If you make a Strength (Athletics) check, you can increase your jump distance by double your proficiency bonus. (Since Expertise allows you to double your proficiency bonus, it could apply here if you wanted it to as well. You could also use your total Strength (Athletics) modifier instead of just proficiency bonus.)

Now, a STR 20 PC with +6 proficiency could jump 32 feet. If you want more than real life, increase the multiplier...

Heroic: If you make a Strength (Athletics) check, you can increase your jump distance by five times your proficiency bonus.

Now, a STR 20 PC with +6 proficiency could jump 50 feet. If you want even more...

Super-heroic: If you make a Strength (Athletics) check, your jump distance is your Strength score times your proficiency bonus.

Now, a STR 20 PC with +6 proficiency could jump 120 feet. A "Hulk" type with STR 30 would be able to jump 180 feet.

FWIW, things like the Xena shows would fall into the Heroic rule-set for me.
 

Eubani

Legend
Where. The most recent Sage Advice says nothing about it that I can see. Are you talking about the old tweet? That isn't Sage Advice.
I don't go copying quotes on the off chance that someone refuses to listen. At any rate you can read the rules that matter yourself. Extra Attack reads "Whenever you take the attack action ON YOUR TURN" pg72 PHB. The readied action occurs not on your turn. Direct from the PHB the best source. Taking multiple attacks on the readied action is homebrew, for which there is nothing wrong, but selling it as RAW is.
 

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