Search results

  1. occam

    D&D 5E (2014) Blog Post by Robert J. Schwalb

    So did the edition I played, and that's what I mean. As a player making a character, I wasn't looking at those, I was looking at the chargen rules. Then the GM would have to come in after the fact and tell people if they had overdone something or other. It was a poor experience. Those...
  2. occam

    D&D 5E (2014) Blog Post by Robert J. Schwalb

    Champions uses a point-based chargen system. The point buy is what's supposed to determine power level, but it doesn't really work that way in practice. (At least, not in the edition I played, which was a long time ago.) That's not because you can't design a decently balanced point-based system...
  3. occam

    D&D 5E (2014) Great Weapon Fighting

    Two-weapon is still good to begin with. Ignoring crits: Average damage on a hit with GWF using a greatsword or maul - 14 Str: 10 ⅓ points of damage - 16 Str: 11 ⅓ points of damage - 18 Str: 12 ⅓ points of damage - 20 Str: 13 ⅓ points of damage Average damage on 2 hits with TWF using scimitars...
  4. occam

    D&D 5E (2014) Blog Post by Robert J. Schwalb

    In large part, I agree with you. But it can go too far, or be badly designed. I remember the disappointment I felt making characters in Champions, following the rules in the book, doing nothing outlandish, then being told that I'd combined things in such a way to make my character too powerful...
  5. occam

    D&D 5E (2014) Blog Post by Robert J. Schwalb

    I don't think Rob was saying that char-op was inherent to the experiences of 3e and 4e; those games don't force you to do it. But I don't think there's any argument with the concept that 3e introduced a lot more opportunities for character customization, and 4e continued with the same general...
  6. occam

    D&D 5E (2014) D&D 5e Basic Set: Things that make you go "what?!"

    More traps on the weapons table: Club (which is OK), greatclub, light hammer, mace, morningstar, and trident, already discussed here Greataxe definitely sucks now, with the critical hit rule confirmed, and Great Weapon Fighting Style changed Flail (strictly inferior to the warhammer) War pick...
  7. occam

    D&D 5E (2014) D&D 5e Basic Set: Things that make you go "what?!"

    This one. Although, I guess you won't stay at level 1 for long.
  8. occam

    D&D 5E (2014) Official D&D Basic Discussion Thread

    The damage element is new. That's nice! It should address some of the concerns over low saves at high levels, at least if the creature paralyzed by a hold person has an ally who can beat on the wizard.
  9. occam

    D&D 5E (2014) Official D&D Basic Discussion Thread

    On travel distances, I think they're just working from historical records of travel distances by pre-modern military units… or rather, from earlier editions of D&D which were based on those since the days of their wargaming roots. Given that in D&D we're talking about smaller groups, what you...
  10. occam

    D&D 5E (2014) Official D&D Basic Discussion Thread

    Now, come on, she'd only be able to reach a 17-foot-high ledge (3 + STR mod (5) + 6 + 0.5*6). Because reaching 19 feet high would be preposterous.
  11. occam

    D&D 5E (2014) Great Weapon Fighting

    On 4/36 of the damage rolls, you'd replace the combined roll with another that averaged 7 points. On 16/36 of the rolls (1 or 2 on one die, 3-6 on the other), you'd have an average of 6 points (1.5+4.5). And on the remaining 16/36 of the rolls (3-6 on both dice), you'd have an average of 9...
  12. occam

    D&D 5E (2014) Official D&D Basic Discussion Thread

    Yeah, it seems kinda weak and fiddly now. That's a good point. I was focused on how bad this was for greataxe-wielders, but it's pretty lame even for greatsword/maul-wielders. An average increase of 1 1/3 point of damage on a roll of 2d6 (which is the best case scenario for this ability)...
  13. occam

    D&D 5E (2014) Great Weapon Fighting

    You don't need to simulate; it's easy enough to calculate deterministic averages. On 2d6, rolling a 1 or 2 on either die results in a replacement roll that averages 3.5. So the average damage per die is (3.5 + 3.5 + 3 + 4 + 5 + 6)/6 = 4 1/6. Average on 2d6 is 8 1/3 (matching your prediction)...
  14. occam

    D&D 5E (2014) Official D&D Basic Discussion Thread

    After more time to think, this is going to make two-weapon fighters start falling behind two-handers pretty significantly starting at 5th level. While two-weapon fighting was potentially a little too good before (when used with the Fighting Style), now it's quite a bit worse damage-wise...
  15. occam

    D&D 5E (2014) Official D&D Basic Discussion Thread

    As was hinted, the second attack when two-weapon fighting takes a bonus action. That means a fighter with Extra Attack using Action Surge gets only 5 attacks (4 normal + 1 extra), not up to 8 (4 normal + 4 extra, depending on interpretation). Not sure how I feel about that yet.
  16. occam

    D&D 5E (2014) Rules are go!

    It's limited by the fact that you only get one reaction per round.
  17. occam

    D&D 5E (2014) Rules are go!

    Perfect. Awesome! Very cool. Looking good so far!
  18. occam

    D&D 5E (2014) D&D Livestream: Lost Mine of Phandelve Todayr 4 PM PT

    It's the same as in the playtest, but the "bonus action" terminology is new. Note that, in the playtest, healing word has a casting time of Swift.
  19. occam

    D&D 5E (2014) D&D Livestream: Lost Mine of Phandelve Todayr 4 PM PT

    Correctamundo! Why can't I XP you twice?!
Top