GMforPowergamers
Legend
yes please... steal your breath, steal your memory, steal the concept of loss...I want a 15+ rogue to be able to teleport between shadows and steal someone's luck/memories/identity.
yes please... steal your breath, steal your memory, steal the concept of loss...I want a 15+ rogue to be able to teleport between shadows and steal someone's luck/memories/identity.
If you play the way most DMs I know run it, where wizards can place their AoEs with pinpoint accuracy, then it's not really an issue. Just target above them so you get the rope but not the hangman. As an added bonus, if you don't "shatter" the rope, you might shatter whatever it's tied to (two chances to succeed).
Which is really another realism thing that I see a lot of DMs let spells slide on. Dropping AoEs with perfect accuracy,
Thank you for pointing the aiming thing out!
back in 2e and 3e we made casters make dex attack rolls to place AOEs precisely... I don't even remember where we got that from. However we have liong since given up on that,Agree about spell accuracy. I've played that it takes an Arcana check, and on a failure the actual epicenter is in a random nearby square.
"Oops....sorry, guys."
I agree with everything you are saying, but we were talking about pinpointing an area of effect spell.Right, but by that reasoning if the rules read that you can lift/drag x lbs, you shouldn't need to make a check to lift/drag x lbs.
It's not practical from a DMing standpoint. How often do you hear DMs complain that their players never retreat (when these kinds of checks could well be the reason why).
It's not even especially realistic. Both soldiers and firemen have heavy kits and are trained to rescue comrades wearing similarly heavy kits. So my level 20 fighter with 20 strength is inferior to a real world volunteer fireman? It's because the DM just decided, in the heat of the moment, to err on the side of caution, because martial.
Meh, in this case there was probably an ally who could have done it.
Also, dropping items is a free action.
because we have all tried to lift a drunk friend
I don't understand this approach for the wizard. The wizard's niche is they are versatile. Hence, many spells. So if you make them limited, then why have a sorcerer or warlock. Wizards are the masters of magic. I have no problem with the way they designed them. Nor do I have any objections to the fighter or paladin or ranger. It just doesn't seem to be an issue at any table or for any campaign I have played or run.The wizard could have been designed the same way as the fighter, pushed by the design into focusing on a narrow range of spells. For example, in order to learn fireball, they first need to learn burning hands and then scorching ray. They'd be no less conceptually a wizard as a result.
The fighter could be a lot more than it is, without being one iota less of a fighter for it. Just for starters, manuverability. How can you call yourself a fighter if you can't even get to the fight any faster than the arthritic wizard? The typical strength fighter has a terrible selection of very short range weapons. There's a lot more to fighting than just swinging a weapon around repeatedly. 4e demonstrated that you can have a fighter that is highly tactical. I get that a lot of folks didn't like the particulars of the implementation, but it was a fantastic idea that could certainly be achieved using far less controversial mechanics. Babies & Bathwater...
When dividing the 5e Players Handbook into two separate books, a lower-tier (LT) Players Handbook and an upper-tier (UT) Players Handbook.I would LOVE it if the game was actually broken up into Levels 1-10 (as per many D&D adjacent games) in a PHB1 and then have WotC publish Levels 11-20 in a separate book.
Yeah. A lower-tier (LT) Monster Manual and an upper-tier (UT) Monster Manual.Same with MM1 & MM2 or DMG1 & DMG2.
I don't understand this approach for the wizard. The wizard's niche is they are versatile. Hence, many spells. So if you make them limited, then why have a sorcerer or warlock. Wizards are the masters of magic. I have no problem with the way they designed them. Nor do I have any objections to the fighter or paladin or ranger. It just doesn't seem to be an issue at any table or for any campaign I have played or run.
But when you look at it, it is loopy.
When dividing the 5e Players Handbook into two separate books, a lower-tier (LT) Players Handbook and an upper-tier (UT) Players Handbook.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.