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  1. dave2008

    D&D General 6E But A + Thread

    It works for us. We have considered capping at 16 even
  2. dave2008

    D&D General 6E But A + Thread

    No sense for a mundane fighter either. My son has trained in longsword fighting for the past year and I can guarantee you he can't hit a person outside the reach of his movement and weapon. He is, at this point, at least as well trained as level 1 D&D fighter. Furthermore, he can train all his...
  3. dave2008

    D&D General 6E But A + Thread

    Fine, but it makes no sense to be that good at level 1 (plus swords can't do that)
  4. dave2008

    D&D General 6E But A + Thread

    I said in my response - IDK. Not on me to do your homework Actually I just checked. You derive the scoreduring character creation but only to determine the modifier. Then you never see the score again.
  5. dave2008

    D&D General 6E But A + Thread

    I wouldn't mind if they were all add-ons - the BECMI boxed sets are still my favorite. So: Novice Box: 0-2 Heroes Box: levels 3-10 Legends Box: levels 11-20 Mythic Box: levels 21-30 Immortals Box: levels 31-60
  6. dave2008

    D&D General 6E But A + Thread

    yes, it is filler when I need somethig more than the simple stat block gives me. Which is about 5% of the time. So why make something more complex when I don't use it or it is detrimental 95% of the time? Now, as you know I like designing complex monsters a lot, like a whole lot. I just find...
  7. dave2008

    D&D General 6E But A + Thread

    IDK, check out PF2?
  8. dave2008

    D&D General 6E But A + Thread

    I was reacting to the use of a cell phone at the table, noting about cell phones
  9. dave2008

    D&D General 6E But A + Thread

    To be fair, WotC has tried different things with 5e too: lair actions, legendary actions, legendary resistance (some monsters have it and not LA and vice versa I think), "legendary" resistance (think Vecna and time dragons), and my favorite mythic trait/actions.
  10. dave2008

    D&D General 6E But A + Thread

    I agree the flexibility was a good thing. Those extra actions often also often gave an option to remove a condition if you couldn't act at that initiative count. Which was helped, though lose your action, but not better than what I have seen people do with legendary monsters. I guess it is not...
  11. dave2008

    D&D General 6E But A + Thread

    Yes, I think probably the hardest thing is, much like all of D&D, there is not one answer to cover what everyone wants / needs in a monster. You can't please everyone. What works for one DM may not work for another - we are all different.
  12. dave2008

    D&D General 6E But A + Thread

    This is from the 5e14 DMG, but I believe these are in the 5e24 DMG too (There is also the area of effect rules but they are tucked into my houserules section so I didn't include it in the snip of my DM cheat sheet): I simply determine the difficulty of the task, use the DC, and then use the...
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    1756237695634.png

  14. dave2008

    D&D General 6E But A + Thread

    4e monsters didn't get extra turns generally. A few did, but it wasn't standard practice. Now in late 4e "instinctive" actions became a thing and they allowed a specific action at your initiative +10, but that is not a full turn. Unless you are talking about action points which I always forget...
  15. dave2008

    D&D General 6E But A + Thread

    No, that is not the obvious fix. They tried that with some monsters in 4e and I've tried it in 5e. To much work IME. The legendary monsters work better. Now, prehaps having two turns might work, but more than that was a hassle IME.
  16. dave2008

    D&D General 6E But A + Thread

    Also, it is not the 5e24 PCs that are the issue IME. It is that A5e monsters are generally weaker than 5e24 monsters at higher levels. That holds true regardless of 5e14, 5e24, or A5e PCs are used.
  17. dave2008

    D&D General 6E But A + Thread

    It depends on the use. Most monsters go down in a round or two, so having lots of options is not helpful IME. If a monster does stay around longer I can easily improvise with the tools 5e (and previously 4e) provide. Now for big solo boss fights I do like more options. However, I tend to do...
  18. dave2008

    D&D General 6E But A + Thread

    While I agree legendary monsters could be improved (very easily in fact). Heck, just making more liberal use of the "mythic" mechanic would help a lot. However, I don't find 4e's later solo's very compelling. I feel I had to do a lot more work to 4e solos to make them interesting than I have to...
  19. dave2008

    D&D General 6E But A + Thread

    My group ultimately rejected A5e because of the added complexity too. I like a lot of it design-wise so I still buy a lot of the books, but they don't get any use. Currently I am looking at even less complex version of 5e, that is why I am very interested in Mike Mearl's Odyssey. It seem like...
  20. dave2008

    D&D General 6E But A + Thread

    IME, they are not superior in play to the 5e24 MM. With the exception that the MM doesn't have anything equivalent to A5e elite, 5e14 mythic monsters. There are of course specific ones that can go either way. If A5e upped there math to match 5e24 MM then I would give it the nod as there designs...
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