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  1. M

    D&D 5E (2014) Player's Handbook Table of Contents Excerpt

    Part 2 of my analysis since I got distracted and had to leave before finishing: Chapter 5: Equipment Alpha: 16 pages Final: 20 pages Basic: 13 pages This is likely bigger due to art. Races and Equipment seem to be the chapters that need the most art. Chapter 6: Customization Options Alpha: 10...
  2. M

    D&D 5E (2014) Player's Handbook Table of Contents Excerpt

    I guess some analysis comparing the leaked Alpha to the final in terms of page count: Chapter 1: Step-by-Step Characters Alpha: 7 pages Final: 6 pages Likely due to just text size and formatting Chapter 2: Races Alpha: 8 pages Final: 25 pages The large difference here is likely due to a lot...
  3. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    What is a perfect opportunity? They are somewhere on the battlefield and you have a ranged weapon? I don't think anyone has ever said "Wizards should never be attacked", just that on average they are attacked less often which means their AC is less important. I find the same thing is true of...
  4. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    Probably not. At least in most of my games, the entire point of adventurers is that most of the actual guards are completely incompetent so they can't find anything or don't have the resources to find anything. Most of the time in these situations, the answer is "we'd love to send some people...
  5. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    I guess I just don't consider the average enemy to be that tactically competent. Most assume no one even knows where their home is. Even if people stumble across their home, they assume the vast majority of them are travelers with no combat skill and likely no weapons. Even if protections are...
  6. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    Alright, I just looked up the 2e PHB since I don't remember this rule at all. There is a retreat rule that says if you flee from combat that your enemy gets a full round of attacks against you. I don't remember playing that way at all. However, I can definitely see that the way it is worded...
  7. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    This is once again where this concept comes into play...as an enemy archer do you fire at the fighters in the front row who are one round away from killing your front line and getting past them to attack you in melee where you don't want to be? Or fire at the caster in the back who likely has...
  8. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    Wait...what? There were no opportunity attacks at all in 1e or 2e. You couldn't act outside of your own turn. When it wasn't your turn, you'd watch the enemies run right past you without doing anything to stop them. There was a whole debate about how you wouldn't even turn around if the...
  9. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    He..actually, THEY since there were 3 or 4 DMs with that attitude in our group(our group had 12 people in it, 8 of which were DMs, we voted on which game to play each week) felt that it was tactically the best idea for enemies. After all, if you could make ONE attack and remove someone from the...
  10. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    It happens a lot less at higher levels, but back when 0 was death and Wizards had 1d4 hitpoints, most sword hits killed them in one blow. Wizards often had AC 10 and it was really easy for monsters to hit them. So choosing to attack them meant you were choosing to kill them. Obviously some...
  11. M

    D&D 5E (2014) So it looks as if the mountain dwarf will still make the best overall wizard.

    Not immune to attacks, it's just that in 1e/2e (and to a lesser extent 3e), there was nothing really protecting the Wizard at all. ESPECIALLY at first level. So, any enemy that went out of their way to attack the Wizard would pretty much automatically succeed. So, I know that in our games(and...
  12. M

    The Emerikol Fallacy .... or .... Fallacious uses of the Oberoni Fallacy

    I think you can't "win" D&D, but you can accomplish your goals within the game, whatever those may be. To me, the rules(and possibly the game itself) is entirely about adjudicating whether or not you accomplish your goals, whatever those may be. It might be defeating the ogres or rescuing the...
  13. M

    The Emerikol Fallacy .... or .... Fallacious uses of the Oberoni Fallacy

    It is a real question for me. Which explains why my basic read through of FATE didn't leave me enthusiastic. It's likely also my same problem with Marvel Heroic RPG. As I said in my post on the first place, extremely vague rules tend to drive me completely bonkers. It's like trying to play...
  14. M

    The Emerikol Fallacy .... or .... Fallacious uses of the Oberoni Fallacy

    I agree that rules will often need to be interpreted by the DM and that's perfectly acceptable. I even encourage them to a point. However, if rules are vague to the point that a wildly different interpretation is actually LIKELY then they are too vague. For instance, "PCs can regain all their...
  15. M

    D&D 5E (2014) Spells in Stat Blocks are Terrible

    Here's my problem with summaries: They cause problems when any information at all is cut to make them. Let's say we have Fireball as a spell. The full description says something like: "A pea sized bolt leaves your hand and travels to a point within 300 ft. When it arrives, it becomes a ball...
  16. M

    D&D 5E (2014) Advantage in 5e combet

    Mike Mearls posted a while back that his general policy was that if anyone spent their action to do something, they could give someone else(or themselves) advantage, but unless something took an action to do, it likely shouldn't give advantage.
  17. M

    D&D 5E (2014) Healing in 5E

    It depends on the group. The people I know liked to abuse a bunch of stuff. Like the totem that when you put it down would heal everyone if anyone within a radius of the totem spent a healing surge. Or the Cleric Daily that healed everyone every round they spent in it. We had one person who...
  18. M

    D&D 5E (2014) Healing in 5E

    In my experience, they were never a limit. I can count the number of times in the last 5 years that someone ran out of Healing Surges on one hand. That was from playing 3 Living Forgotten Realms adventures a week as well as 2 weekly D&D games for a while. Most of the time, there was plenty of...
  19. M

    D&D 5E (2014) Healing in 5E

    Encounters have been rather trivial in my experience so far. It is likely why hp went up in the final version of the game. However, I don't have a huge problem with trivial encounters. It allows the classic dungeon crawl to work correctly. There's pretty much no way to run a game where the...
  20. M

    D&D 5E (2014) Healing in 5E

    You are basically correct. So far, it's been my experience that most encounters don't do that much damage to the PC, so 2 encounters might be a bit low. Most encounters with 4 1/4 CR creatures against a party of 5 means that the party gets hit a total of maybe 1 time. It has been my...
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