D&D (2024) Rogue's Been in an Awkward Place, And This Survey Might Be Our Last Chance to Let WotC Know.

Yeah I figured it was probably someone who shrugs at the laws of physics...
Closer to spitting in their eye and drinking them in the toilet for extra mockery. It was an anime series where season 1 was a somewhat refluffed spin on journey to the west(an ancient book) but after ending it the author found out they were contractually obligated to continue with more seasons. Hoping to end it they shifted to an anime about planet destroying level exist-like martial artists being stomped by someone far more powerful... Except that was loved by a lot of people and it continued escalating for years. One punch man is pretty much a deconstruction of it and the main themes are saitama (the MC) being bored to depression while desperately hoping this fight will be the one where he gets blessed with the need to actually try hard to run a fight like the other heroes get to enjoy.
 

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yes, expertise gives him extra 3 points in check or in your calculations +1 ft of jump.
that is very bad for a feat
If expertise only gave him +1 foot in a 7th level snapshot and didn't 1) get better at jumping later and 2) impact literally every other athletic thing the player does, you'd be correct. It doesn't, though, it quite literally gives him significant bonuses at everything athletic and gets better, so you aren't correct. It's good for a feat.
 

The ability to reach your opponents is a basic one, and no class should have to feel thankful because some high level ability "grants" them this ability at high level.
No, I don't think being able to reach your opponent at will is a basic ability. At all. I think having light, extremely mobile classes adds an interesting option. Slower classes, typically heavily armed/armoured classes occasionally having to deal with the consequences and not just advantages of being big and tanky is a feature, not a flaw.
Every martial class needs to move about the battlefield, not just monks.
Yes. But not as well or better than monks, or why play a monk?

Edit: in another thread, I've just suggested that the play test monk ability, deflect attack, is OP and should be nerfed. Why? Because it makes monks too tanky, and steps on the toes of fighters and other classes. A monk should be able to take a hit, but not better than a fighter or barbarian.

IMO, it's important that classes have strengths and weaknesses.
A fighter that can't actually reach the monster is useless. (Or drives everybody to ranged builds, which is not a great solution either)
Been playing for decades. Yet to see a fight where a fighter couldn't get into the battle, at all, barring some unfortunate circumstance like falling into a trap, etc.. Occasionally they have to spend their action on extra movement, or think tactically. As a DM building encounters, I often will set up encounters that will play to the party's abilities in different ways, and if the party has some very mobile characters, I will sometimes build an encounter that lets them exploit that ability, while the fighter charges into the big monster threatening the rest of the party, or whatever.
So. Since the game makes it fairly cheap to get things like Misty Step, if you get your way and gatekeeps even the basic stuff from non-specialists... this simply means I will get hold of Misty Step (or similar) through a feat or some other source.
Get my way? The game is designed with certain class advantages and limitations. Including the ability to multi-class or use a feat (of which fighters have a surplus) and take misty step, if you think it's that important. So it seems like you've already got a solution to your problem.
But that just means the notion that magic is the solution to everything gets entrenched. Much better is to be exceedingly generous in your interpretation of the core movement rules, and never bitch about one feet here or there. There is NO practical difference between being able to jump 16 or 18 feet. What the game asks you to do is jump 20, 30, 40 or even longer and higher. And if the movement rules won't let you do that, magic easily does.
The distance you can jump based on your strength is automatic; you don't have to roll for it. You only have to roll when you exceed that distance. And yeah, I'm going to enforce that rule, because you have to start somewhere. If it's just a foot or two it's going to be an easy DC, but natural 1s happen (and are often a highlight of the game).

But if you prefer to be exceedingly generous to the point of letting fighters jump 60 feet (which also doubles their basic movement allotment), then I say you do you. I'd be a bit bummed if I was the monk in the party and kind of wondering what the point of my character was, but it's your game.
Remember, being able to jump 16 feet all day long is not nearly as useful as being able to jump 60 feet once a day.
Agreed. That's why monks have to use resources to do that kind of thing.
Since the end analysis is that any decently experienced player worth his salt will still get hold of the abilities he needs to reach the monster.
No. In my experience, most players enjoy playing within their class and don't get upset that their class includes both advantages and disadvantages. This does not mean they are not "decent" players. Perhaps they have different priorities than you.
Let the Rogue move (jump, climb) using Acrobatics. And let Athletics and Acrobatics be actually impressive, commensurate with what a high level character should be able to do.
What you think is impressive and what someone else thinks is impressive might be different. Impressive is a subjective quality.
The idea that only Monks should be able to do that is deeply problematic.
No, it's actually not. That's what class identity is, IMO. Is the idea that only fighters should get to action surge deeply problematic? BTW, action surge can be used to double the fighter's movement for the turn, so there's another option if they need to get somewhere.
The idea that Monks should be grateful simply because they can move is even more problematic.
Can we drop the hyperbole? And a straw man, like I suggested that monks should be grateful for being allowed to move. It's not helpful. It's also insulting, and I'm not going to bother having discussions with you if you persist.

Last time I checked, every single class gets to move. Monks and barbarians have extra movement built into their design. Yes, it's a feature.
The game is just way too easy to game here. Nobody plays a slow plate dwarf in 5E, when you can make other choices that does not compromise your damage output too much and gets you really useful movement capabilities.
Okay, then if that's how you feel I'm not sure what the problem is. I have had many players play dwarf fighters, paladins, and clerics in plate and they seemed to enjoy it, but if it's not for you then that's okay.
Remember, any round that slow Dwarf doesn't reach the monster is a lost round. You are much better off being mobile. Even if your DPR is slightly lowered, actually being able to deliver your DPR is a fundamental key to creating an effective character.
Actually, I don't agree that every round you don't reach the monster is necessarily a lost round. Sometimes your round is spent maneuvering, using an object, all kinds of things. That's like saying that every round a monster makes its saving throw is a lost round for the wizard. And if the reason that you didn't reach the monster is because you wanted to play a heavy armour class, then you made a calculated trade-off.

I also don't agree that you are automatically better off being mobile. For example, when I played a barbarian, I would sometimes have him wear heavy armour despite the cost to his mobility, because I felt the extra AC was worth it in that situation. And there are plenty of times when my monk's mobility was wasted because it would have been suicidal for her to rush into the middle of the enemy on her own. In that situation, she'd have been better off being slower and wearing heavy armour, but that's not what the class is about, and I knew that when I made her.
Abilities like Misty Step are soo useful. They're not needed in every fight, but they are likely a gamechanger (in the character's ability to actually dish out damage) in one fight every session.
Seriously, you should use one of the methods you describe above to get misty step. You mention it a lot. I don't think it's all that amazing, but it can certainly be great on occasion.
Trying to restrict regular movement to some notion of real-life is just so very misguided, in the context of 5E. The only thing that accomplishes is driving martials into the arms of magic abilities.
For me, it's not about "real life," and again I ask you to please stop speaking for me. For me it's about class identity and balance. And I don't find, as a very experienced DM, that martial classes are all multi-classing to get magical abilities. Or using feats. The barbarian in my main home game just multi-classed, though. Into fighter.
Conversely, allowing martials to perform actually awesome feats of movement doesn't impact balance nearly as much as you think, since decently minmaxed martials will move about at will anyway.
Again, I've got more than four decades of experience and I feel differently. I'm not seeing fighters struggling. At all. I consider them one of the stronger classes in 5e. Certainly when it comes to combat encounters. Out of combat, it sort of depends on how they are built.
The only choice is between "magic is the solution to everything" and... allowing martials to be awesome without magic.
No. That's a false dichotomy. Martial classes are awesome without magic, IMO. And presenting only two possible solutions to a problem usually seems like a failure of imagination.
Monks get to be specialists in lots of ways, but don't even begin to think "actually reaching the monster" is something only Monks should be able to do, because that's just not the reality of the game.
Yeah, you really frequently tell other people what they are thinking. And then represent them like idiots. It doesn't feel great. Stop.
 
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No, I don't think being able to reach your opponent at will is a basic ability. At all. I think having light, extremely mobile classes adds an interesting option. Slower classes, typically heavily armed/armoured classes occasionally having to deal with the consequences and not just advantages of being big and tanky is a feature, not a flaw.

Yes. But not as well or better than monks, or why play a monk?

Edit: in another thread, I've just suggested that the play test monk ability, deflect attack, is OP and should be nerfed. Why? Because it makes monks too tanky, and steps on the toes of fighters and other classes. A monk should be able to take a hit, but not better than a fighter or barbarian.

IMO, it's important that classes have strengths and weaknesses.

Been playing for decades. Yet to see a fight where a fighter couldn't get into the battle, at all, barring some unfortunate circumstance like falling into a trap, etc.. Occasionally they have to spend their action on extra movement, or think tactically. As a DM building encounters, I often will set up encounters that will play to the party's abilities in different ways, and if the party has some very mobile characters, I will sometimes build an encounter that lets them exploit that ability, while the fighter charges into the big monster threatening the rest of the party, or whatever.

Get my way? The game is designed with certain class advantages and limitations. Including the ability to multi-class or use a feat (of which fighters have a surplus) and take misty step, if you think it's that important. So it seems like you've already got a solution to your problem.

The distance you can jump based on your strength is automatic; you don't have to roll for it. You only have to roll when you exceed that distance. And yeah, I'm going to enforce that rule, because you have to start somewhere. If it's just a foot or two it's going to be an easy DC, but natural 1s happen (and are often a highlight of the game).

But if you prefer to be exceedingly generous to the point of letting fighters jump 60 feet (which also doubles their basic movement allotment), then I say you do you. I'd be a bit bummed if I was the monk in the party and kind of wondering what the point of my character was, but it's your game.

Agreed. That's why monks have to use resources to do that kind of thing.

No. In my experience, most players enjoy playing within their class and don't get upset that their class includes both advantages and disadvantages. This does not mean they are not "decent" players. Perhaps they have different priorities than you.

What you think is impressive and what someone else thinks is impressive might be different. Impressive is a subjective quality.

No, it's actually not. That's what class identity is, IMO. Is the idea that only fighters should get to action surge deeply problematic? BTW, action surge can be used to double the fighter's movement for the turn, so there's another option if they need to get somewhere.

Can we drop the hyperbole? And a straw man, like I suggested that monks should be grateful for being allowed to move. It's not helpful. It's also insulting, and I'm not going to bother having discussions with you if you persist.

Last time I checked, every single class gets to move. Monks and barbarians have extra movement built into their design. Yes, it's a feature.

Okay, then if that's how you feel I'm not sure what the problem is. I have had many players play dwarf fighters, paladins, and clerics in plate and they seemed to enjoy it, but if it's not for you then that's okay.

Actually, I don't agree that every round you don't reach the monster is necessarily a lost round. Sometimes your round is spent maneuvering, using an object, all kinds of things. That's like saying that every round a monster makes its saving throw is a lost round for the wizard. And if the reason that you didn't reach the monster is because you wanted to play a heavy armour class, then you made a calculated trade-off.

I also don't agree that you are automatically better off being mobile. For example, when I played a barbarian, I would sometimes have him wear heavy armour despite the cost to his mobility, because I felt the extra AC was worth it in that situation. And there are plenty of times when my monk's mobility was wasted because it would have been suicidal for her to rush into the middle of the enemy on her own. In that situation, she'd have been better off being slower and wearing heavy armour, but that's not what the class is about, and I knew that when I made her.

Seriously, you should use one of the methods you describe above to get misty step. You mention it a lot. I don't think it's all that amazing, but it can certainly be great on occasion.

For me, it's not about "real life," and again I ask you to please stop speaking for me. For me it's about class identity and balance. And I don't find, as a very experienced DM, that martial classes are all multi-classing to get magical abilities. Or using feats. The barbarian in my main home game just multi-classed, though. Into fighter.

Again, I've got more than four decades of experience and I feel differently. I'm not seeing fighters struggling. At all. I consider them one of the stronger classes in 5e. Certainly when it comes to combat encounters. Out of combat, it sort of depends on how they are built.

No. That's a false dichotomy. Martial classes are awesome without magic, IMO. And presenting only two possible solutions to a problem usually seems like a failure of imagination.

Yeah, you really frequently tell other people what they are thinking. And then represent them like idiots. It doesn't feel great. Stop.
i'm not responding to all of this but just, just because you improve the other martial's capabilities in another martial's speciality it doesn't mean make everyone the same, there's more increments between having only 30ft movespeed or the monk's speed,

even if you made it so all martials can Move Good that doesn't mean the monk can't Move Better or More Frequently and i think that's the core of it, most martials only ever get to use the baseline mechanics which aren't good, rather, if you had instead the current division of Baseline and Specialist you had Baseline, Martial and Specialist, every class assigned as a martial can do Improved Jump as a bonus action but monk gets to do Improved Jump for free once per turn.

basically i think the baseline for martials collectively needs to be higher, because like was said earlier, what the martials can achieve consistently over time doesn’t measure up to or will ever be half as useful as to what casters can achieve in a single turn with a spell because number of turns is also a factor to how useful something is.
 
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No, I don't think being able to reach your opponent at will is a basic ability. At all. I think having light, extremely mobile classes adds an interesting option. Slower classes, typically heavily armed/armoured classes occasionally having to deal with the consequences and not just advantages of being big and tanky is a feature, not a flaw.
Sure. But that's not what 5th Edition D&D offers.

All you're accomplishing by limiting Athletics and Acrobatics is driving players of martial characters towards magic.

You're not actually accomplishing what I think is your goal.

What you call "extremely mobile" classes is, in actuality, every class. Your line of thinking might be relevant for a game of AD&D or even 3rd Edition. But certainly not 5E.

5E just don't limit your choices this way. Any character worth his salt will either get the range or the mobility to do his job while minimizing the number of "lost" rounds where you can't unload damage properly.

The Gimli archetype, the slow melee tank character, is a hopelessly outclassed character build in 5E.

Is this a good thing? Not saying it necessarily is. I am just observing that the 5E designers did not preserve a couple of fundamental assumptions that once were true when it comes to fantasy tabletop roleplaying. It used to be that if you wanted range and/or mobility you had to make significant compromises. This was, of course, intentional, to make sure the "Conan archetype" remained a viable, if not preferred, build choice.

But for the slow melee tank character build to be as central as you assume, certain things need to be in place. Hit points is the first (and D&D hasn't changed this). But the cost for range and speed need also to be considerable, and here 5E just doesn't deliver. Remember, Strength used to be completely mandatory for a warrior. But 5E removed a lot of restrictions on ranged combat and ranged damage. And, as we're discussing, you don't actually NEED Athletics and Acrobatics - they just can't keep up with better (though magical) options.

Or rather, 5E caters to a slightly different crowd. The ideal has pretty conclusively swinged away from the Schwarzenegger build. People nowadays want even slim dexterous characters to be awesome damage dealers (anime characters, girlboss characters, the list goes on...), and 5E lets you do that. You simply don't have to pay nearly as much to outrange and outspeed many monsters... (if you previously had to, somewhat simplistically, pay "switching from fighter to monk class" now you simply pay "take a feat") so that obviously becomes the better strategy.
 
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All you're accomplishing by limiting Athletics and Acrobatics is driving players of martial characters towards magic.
Not every class design needs to contribute a solution to every aspect of character functionality, as this is a team game, not a solo game.

D&D is also steeped in magic, and magic items are valid ways to enhance PCs in ways their classes aren't designed to offer. "Martial" does not mean "avoid magic."
 

Not every class design needs to contribute a solution to every aspect of character functionality, as this is a team game, not a solo game.

D&D is also steeped in magic, and magic items are valid ways to enhance PCs in ways their classes aren't designed to offer. "Martial" does not mean "avoid magic."
Sure, but now you're veering off topic.

I'm suggesting that since martials can (and will) gain mobility through magic if the "mundane" movement options doesn't provide it, why not let the movement rules provide what martials gain anyway?

As I see it, insisting that jumping and climbing rules should be limited to 12 feet here and 18 feet there only serves as a newbie trap, to players that have not yet realized there is a way to reach the monster, immediately, as in right now.

But to circle back to your comment: many people think D&D characters have too much magic - that nothing gets done without magic.

Allowing Athletics and Acrobatics to get martial characters where they need to be is a great way to lessen the dependency on magic! :)

And, as stated, it is not a balance issue, since savvy players make sure to get these movement options anyway. The only choice is: do you allow them to get this without magic, or do every character have to have magic?
 

Or rather, 5E caters to a slightly different crowd. The ideal has pretty conclusively swinged away from the Schwarzenegger build. People nowadays want even slim dexterous characters to be awesome damage dealers (anime characters, girlboss characters, the list goes on...), and 5E lets you do that. You simply don't have to pay nearly as much to outrange and outspeed many monsters... (if you previously had to, somewhat simplistically, pay "switching from fighter to monk class" now you simply pay "take a feat") so that obviously becomes the better strategy.
That is why I would like to see CON removed as stat and it's mechanics moved to STR.
Then you can have DEX as primary stat(maybe little reduced options for melee weapons) but if you dump STR you will be a glass-cannon.

also, ALL armor should have min STR score, starting with 10 for +1 AC, 12 for +2 AC, 14 for +4 AC, 16 for +6 AC, 18 for +9 AC, apply max DEX and/or stealth penalty as you see fit.
 

That is why I would like to see CON removed as stat and it's mechanics moved to STR.
That's not going to happen. Not only not in this net iteration of D&D, but not even in whatever comes after it some day. The six stats will remain the six stats as it's one of the few 100% defining elements that make D&D be identified as D&D.
 


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