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    D&D 5E (2014) Disarming results

    Oh, okay. I know firsthand that brute force smacking a guy's weapon isn't gonna do much, and I've heard of disarms using cuts or attacks against a hand or arm, but I didn't realize it could also be accomplished through the proper application of physics. Nifty! Thanks.
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    D&D 5E (2014) Disarming results

    Yes. When most people think "disarm", they think the Hollywood-style act of physically battering your opponent's weapon until it flies out of their hand. This is... not very realistic, to say the least. It's very difficult to knock a weapon out of someone's hand by sheer force, unless you have...
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    New mechanic: Action Dice!

    I like the basic idea... but I don't think three dice per day, even at level one, are enough to really make it worthwhile as a primary "backbone" mechanic. Personally, I'd say the dice should reset with a short rest. That means you can't just use them all wildly each round, but you don't have to...
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    D&D 5E (2014) Turn-a-round? Tricky terminology.

    Like I pointed out several posts up, his original tweet (the one in the OP) already clarified this without any ambiguity. He very specifically said that dice only refresh at the start of your turn, not every turn. I still don't get why that was so hard to understand.
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    D&D 5E (2014) Turn-a-round? Tricky terminology.

    It's pretty obvious that Martial Damage Dice aren't meant to be per-turn, because that's just far too powerful. It should read "You refresh all of your Martial Damage Dice at the start of your turn." This was specifically clarified by Trevor, like OP said: ""Yeah, your dice refresh at the...
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    D&D 5E (2014) Mage Armor

    Of course they're combatants. They go on adventures, don't they? Why the hell wouldn't mages, who by nature possess high Intelligence, make sure to be able to defend themselves? An adventuring mage without a reliable method of defense doesn't survive for long. What? Mage Armor doesn't require...
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    D&D 5E (2014) Mage Armor

    You realize they haven't removed Blur, Displacement or Blink, right? And there are still tons of illusions (unless you're referring to specific spell there, which I've never heard of). And it's not like 12+Dexterity is going to protect a Wizard from all comers. With 1d6 HD and low AC, you'll...
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    D&D 5E (2014) Mage Armor

    Mage Armor doesn't "conjure" an actual, physical suit of armor. It's just a thematic name for a spell that uses force to protect you. It doesn't count as armor, doesn't weigh you down, or anything like that, and it doesn't interfere with casting. It's just an AC boost.
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    D&D 5E (2014) Mage Armor

    Hmm, actually, now I think you might be right. Because it's not stated as "+X AC", it's stated as "AC is now X+Y". So, technically, you can either have 12+Dexterity or 10+Dexterity+Wisdom. That's certainly interesting.
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    D&D 5E (2014) Mage Armor

    Yes, it stacks, since you're not wearing armor. But unless you roll for abilities, you can still only get a 17 AC to start: +2 Mage Armor, +3 Dexterity (15, +1 from Monk), +2 Wisdom (14). It's better than just plain Dex+Wis, but not really broken when you realize that the Monk doesn't have Parry...
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    D&D 5E (2014) Mage Armor

    Nope. Basically, this is a way of saying "Mages don't wear armor... but we also don't want them to die horribly at every turn. Here, have a magical armor thingy." I think it works out alright. As long as you're using the sorts of mages that can cast anything at-will, there's nothing wrong...
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    D&D 5E (2014) Expertise "Fix" (a.k.a. Increasing Variation)

    Well, I did already talk about using different progressions of dice. But, as I said above, I think it would be better if the Rogue had more maneuver to choose from, rather than more dice. At least, if we're gonna insist on having an assload of classes (when the primary four would easily...
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    D&D 5E (2014) Expertise "Fix" (a.k.a. Increasing Variation)

    Rogues do have all sorts of tricks that they traditionally use, though. They're not direct combat-stuff, but you always see Rogues trying something to hinder their enemies or save their own skins. With no spells, maneuvers are still the absolute best way to model things like that. That, and just...
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    D&D 5E (2014) Expertise "Fix" (a.k.a. Increasing Variation)

    Personally, I'm a big fan of Expertise Dice, but I do agree that they could use some work. What I'd like to see is Expertise Dice given a baseline ability: if you have Expertise Dice, you can spend them when you hit with an attack to deal bonus damage. No need for a maneuver to allow it, that's...
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    D&D 5E (2014) Mike Mearls's Tweets

    Except that a shortsword, as a weapon, allows you to wield a shield, while a greatsword does not. The ability to use a shield along with it is a feature of the shortsword, which is what makes the weapons even. But there are no shield-specific maneuvers, and it doesn't look like there will be...
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    D&D 5E (2014) Mike Mearls's Tweets

    Assuming no shield, then there is a bit of risk involved, I'll agree. Only problem is, you only get one try to stop me from getting close: if your first swing misses or I dodge, or if I'm just plain faster than you, then I'm on you and you're not shaking me off. Admittedly, it is a more...
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    D&D 5E (2014) Mike Mearls's Tweets

    A greatsword isn't strictly better, though. You've got a larger weapon, more unbalanced, and if I can get in close quickly then you can't bring your weapon to bear while I'm stabbing you repeatedly with my short sword... which is much better at making several quick stabbing motions. This is made...
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    D&D 5E (2014) Mike Mearls's Tweets

    Actually, this is in fact more realistic. A weapon deals damage because of its own weight, and because it's got one of two main advantages: it's sharp, or it has all of its weight at the end-point to lend momentum to a swing. Realistically, the only thing strength would do to help with a weapon...
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    D&D 5E (2014) The Mob Rules!

    I'd prefer to see minions just have a special "mob attack." Something simple, like: This means you only have to make one attack roll per 5 minions, at most. I think this is the best way to handle very large groups of minion type monsters. Then, each specific type of minion could vary this...
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    D&D 5E (2014) My Current DND5 Ideas

    Replacing expertise dice with extra actions won't speed things up at all. You'll just add more time for people to decide what to do with their extra actions... and then they'll have to roll more dice anyway. Expertise rolls: 1d20, weapon die, expertise die/dice Extra action rolls: 1d20, weapon...
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