Ugh this thread has cemented my distaste for adhering RAW to the CR system. I’ll never use it more than as a vague guideline. If giving short bows to goblins is “cheesing the system” then to hell with the system. That’s utterly preposterous.
I understand your point. The counterpoint is it doesn't let them rest "whenever they want." Again, if you are playing Warhammer, you're correct. But you are not. There is a narrative drive that sometimes stops them from resting in LTH. There are enemies that sometimes stop them from resting in LTH. There are tactical repercussions that sometimes stop them from resting in LTH.My stance is still that, regardless of whether or not you feel it's easy to mess with LTH (and similar magic) in your game, you shouldn't have to take those steps in the first place. If WotC wanted to force players to conserve resources and not rest whenever they wanted to, giving them tools that could, in fact, let them rest whenever they wanted to is crazy.
Narrative? "I know a table that doesn't respond to that."
Enemies have magic? "I've seen a game where none of the monsters have spells."
Tactical repercussions? "I've seen a table where there are only 30 goblins. No boss. No reinforcements."
Yes and that side is the one defending 5e design choices that removed or designed against d&d elements that would otherwise have given the GM tools that would have made those narrative tactical and extremely nebulous "magical" consequences to come later into a credible concern for players choosing to rest rest often . Instead we are treated to an endless string of ignore that and learn2gm basic gm advice that in many cases has only really been relevant to the lowest levels of play where players lack enough nova punch for rest early rest often to really matter.I understand your point. The counterpoint is it doesn't let them rest "whenever they want." Again, if you are playing Warhammer, you're correct. But you are not. There is a narrative drive that sometimes stops them from resting in LTH. There are enemies that sometimes stop them from resting in LTH. There are tactical repercussions that sometimes stop them from resting in LTH.
There are three things that stop them from resting whenever they want. Three. And when they can use LTH, good for them. It's a great spell to keep oozes, carrion crawlers, environmental effects, etc. away.
It's exhausting because one side refuses to acknowledge any of the three areas that limit the spell.
Narrative? "I know a table that doesn't respond to that."
Enemies have magic? "I've seen a game where none of the monsters have spells."
Tactical repercussions? "I've seen a table where there are only 30 goblins. No boss. No reinforcements."
Again, those tables above are not playing the game of D&D. They are playing a tactical combat game, and they are correct, the spell is overpowered for a table like that. But let's not pretend that is how the average table runs.
As a side note; We only allow them (bolded) to choose from the PH. Anything else is "faith or esoteric knowledge" from specialized churches/cults.I see one problem with this. Clerics and Druids. You'd have to slay the sacred cow that allows them to prepare any spell that happens to be on their spell list, and get the "it doesn't feel like D&D" crowd on board with this change.
Ugh this thread has cemented my distaste for adhering RAW to the CR system. I’ll never use it more than as a vague guideline. If giving short bows to goblins is “cheesing the system” then to hell with the system. That’s utterly preposterous.
The thing here is - if you want to arm the goblins with short bows, use the goblin warrior stat block instead of the goblin minion one. Changing their weapons can change the amount of damage they're putting out and thus can contribute to changing their CR (in this case from CR 1/8 to CR 1/4). Moreover, it fits the purpose you're using the goblins for better than the minion stats. Use the right tool for the job.It is totally a sort of change one can make and I would make and have made. But one also needs to understand that especially in open terrain where the goblins can spread out this will make the goblin horde significantly more dangerous than the CR would indicate.
nah, the spell is overpowered full stop. I am fine with shelter from the elements, but it should not withstand a lot of sustained damageAgain, those tables above are not playing the game of D&D. They are playing a tactical combat game, and they are correct, the spell is overpowered for a table like that. But let's not pretend that is how the average table runs.
The thread is literally D&D 5e. Go look in the 5e MM. Come back and tell me the monsters in there are mostly dumb and tactless.I'm the one who brought it up and I dressed it when I brought it up.
The way DND describes most of its monsters for the first half of the game for the first three editions* and the first half of the fifth edition is that the majority are idiotic primitive warriors or non-combatives who have no connections for reinforcement of where they are where they can get reinforcements in quick time frame of a long rest
So when the majority of players encountered these monsters using the default assumption of them or a custom world by the DM it is highly likely they are assuming that the monsters have:
little to no magic
little to no tech
little to no reinforcement.
The main thing that makes hobgoblins special is that there are highly organized with war machines, architecture, smithing, engineering and regiments of spellcasters.
Then you go from hobgoblins to all the way to fire giants before you get somebody else with a brain.
That's why I don't really like default D&D lore because the monsters are too dumb and tactless for dungeons with several encounters to make sense. That's why I love cultists because cultists could summon reinforcements, hold up in the wild or shadows, and are organized.
*in older editions, casters recovered fully slowly and everyone healed slower. But they monty hauled consumables
I know you think it is overpowered. That is the claim people are making. I gave three reasons it is not overpowered. Three limitations exist around the spell. Sometimes, all those limitations can come into play at one time.nah, the spell is overpowered full stop. I am fine with shelter from the elements, but it should not withstand a lot of sustained damage