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  1. Hussar

    D&D General Weapons should break left and right

    Ahh, then the eariler point about sematics was correct. "Quite often" =/= "majority of time". In other words, we're saying the same thing, just phrasing it differently. Add to that the fact that you allow monsters to wander past fighters without penalty and it does seem to show why you...
  2. Hussar

    D&D General Weapons should break left and right

    Except in video games, all the "juggling" is done automatically by the computer, and is largely the main point of play in the game. Juggling weapons in an RPG is very much not what most people are sitting at the table for.
  3. Hussar

    D&D General Charisma Checks gone Horribly Wrong - Can you Relate?

    Yeah, it was obviously being played for laughs. I'm torn to be honest. I want the players to play it up a bit, but, OTOH, I want the character sheet to matter as well. I keep trying to hammer into my player's heads to give me statments of intent rather than asking questions, fishing for...
  4. Hussar

    D&D General Weapons should break left and right

    I wonder how many people would play shooter games where you were forced to load your own magazines.
  5. Hussar

    D&D General Weapons should break left and right

    Meh, the whole hit during casting thing isn't really an issue. Look at @Maxperson's example from the 2e books. The trolls got an intiative of 7. That means that both trolls had to roll 1's on their initiative while the MU had to roll a 10. But, apparently, that's what happens "all the...
  6. Hussar

    D&D General Weapons should break left and right

    I'm not even going to get into it with you on this. It's just not worth it. For example, no, damaging a caster before he started casting had no effect by the rules. You only interrupt spells if the caster is actually casting when hit. By RAW, the odds of you actually interrupting a spell...
  7. Hussar

    D&D General Weapons should break left and right

    Back in the early days of the D&D Next era, they had a fighter option where your damage depended on the fighter, not the weapon. Sort of how like monk damage just scales by level. Bring that back and then let fighters use whatever weapons they find along the way. If you divorce all the...
  8. Hussar

    D&D General Weapons should break left and right

    Yeah, it is getting to the point where I'm largely giving up reminding him about how to do stuff. It's just too much frustration for me. I've considered dumping off the problem onto other players - we play online, so, using whispers in chat means that questions can be asked without...
  9. Hussar

    D&D General Weapons should break left and right

    Ahh, there's the trick. See, by the rules, if you leave melee for any reason, you are subject to attacks from everyone you left melee with. There's no such thing as "moving forward". And every other thing you list has an intiative bonus so much higher than a spell that it's not even funny...
  10. Hussar

    D&D General Weapons should break left and right

    Oh, that must be nice. I've got a player who has been playing a battlemaster fighter from 1st to 5th level in my current campaign who STILL needs to be instructed how to use his character EVERY SINGLE SESSION. Thank god I talked him out of playing a wizard.
  11. Hussar

    D&D General Weapons should break left and right

    Note, just to be clear, I'm not saying it never happened. Of course it happens. I get that. But regularly? @Lanefan claims that it happens EVERY combat? I mean, even Cone of Cold, with a Casting time of 5 (minus any Dex bonus that the MU has, and, let's be honest, by 9th level that MU has...
  12. Hussar

    D&D General Weapons should break left and right

    Again, I'm utterly baffled as to how? Oh, wait, you aren't playing 2e D&D are you? You're using the 1e initiative rules IIRC. That makes it somewhat easier, true. But, even then, so long as the MU stays out of melee, no one can engage him because you cannot leave melee without everyone on the...
  13. Hussar

    D&D General Weapons should break left and right

    The problem with all of this is that D&D combat is nowhere near that granular. In a system where you resolve all your actions over the course of six seconds with a single die roll, and an entirely abstract HP system, none of that is possible in D&D. I mean that second picture is someone...
  14. Hussar

    D&D General Weapons should break left and right

    Again, I have to wonder, how? The MU nearly always has 30-50% speed advantage on any weapon. Longswords are +5 speed. Most weapons are even higher. Any medium or larger creature starts at a +3 initiative and then climbs. And that's not taking into account that a PC MU gets Dex bonus to...
  15. Hussar

    D&D General Weapons should break left and right

    By the time you are casting cone of cold, orcs and humanoids are rarely encountered? As in, why would you bother using something like? One fireball, by that level, and anything smaller than an ogre dies instantly. Even Cone of Cold is a casting time of 4. Longbow is speed factor of 8, with...
  16. Hussar

    D&D General Weapons should break left and right

    Or, as an alternative, give the fighter more options in combat. Instead of Attack, Attack, Attack, why not give the fighter... special maneuvers, maybe some sort of martial.... power? that they can use in combat to make combat more interesting. Just a thought.
  17. Hussar

    D&D General Weapons should break left and right

    That was the problem in 2e. People talk about interupting casters, but, that was incredibly difficult to do in 2e. Your initiative was modified by the casting time of the spell, typically 1-3. A medium creature started at a +3 mod for initiative. The wizard beat the monster almost every...
  18. Hussar

    D&D General Weapons should break left and right

    To be fair, a better magic item would be you could add 2d6 fire to your damage with any weapon as a bonus action for, say, a minute. Give it 7 charges, recharging per day and you're pretty good to go. OTOH, I find straight damage bonus items to be the most boring things in the game - and I...
  19. Hussar

    D&D General Charisma Checks gone Horribly Wrong - Can you Relate?

    I dunno about you, but, I can totally relate to this. The player builds himself a "face" character. Has fantastic skills in the talky bits. Then, all ready for some scintillating interactions, it just goes horribly wrong. Mr. Suave is anything but. I get why we have social skills and I 100%...
  20. Hussar

    D&D General Weapons should break left and right

    The problem is, what do you do with magic weapons? After all, a major element of a martial character is the magical lumpy metal thing he's picked up. If that Holy Avenger is going to break after a dozen attacks or so, then, well, I'm thinking that the players might be a tad pissed off.
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