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  1. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    No, although I could have been more clear. Too often this particular tangent gets framed as a zero sum caricatureized matter of "doing nothing is boring" vrs "playing the game [with friends] is fun" with no nuance that allows for different aspects of play to factor in individually or be noted...
  2. tetrasodium

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    I'd hate to put words in your mouth or make assumptions on your gm style but if you elaborate on they bold bit and we can discuss how it can generate negative follow on effectsin the table dynamic
  3. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    You aren't describing a net improvement though because you leave out the lost good and dub the mechanical hook for that good as some kind of vaguely implied negative or null impact. The players having a desire to get things like that ring of free action (or whatever) provides positive pressure...
  4. tetrasodium

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    Look more closely at the other thread that was started after this one. A not insignificant number of the posts where someone proudly proclaims having no issues with it also include details about how they changed or removed the spell as if the result that stems from doing so has no correlation...
  5. tetrasodium

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    It is about the way it protects from almost everything beyond magical effects and attacks including granting the ability to see out and react to a potential ambush that can't see in. The fact that it used to specify the lowest of the low end cat1 nuisance storm sustained wind speeds and now...
  6. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    The fun happens before going down indeed. Walking the razor's edge of competence porn while trusting your group to juggle everything going on alongside you carries the suspense tension and is fun as a result. Sometimes doing that includes going down to eat a learning experience of what to do...
  7. tetrasodium

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    The 5e Tiny hut goes light years beyond protesting from "environmental effects", that's the problem
  8. tetrasodium

    D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

    I've seen a lot of bards take it and more than one wizard player literally nope out of playing to walk next door for a hotnready pizza from Little Caesars declaring they would remain in the "Bunker" to catch up after a warlock took a tiny hut scroll as an AL reward specifically so they could...
  9. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    When PCs are tuned with resource allotments scaled for 6-8 encounters per long rest "megadungeon" fits quite well given the number of sessions involved in plowing through that slog
  10. tetrasodium

    New Unearthed Arcana Brings Back Five Subclasses

    Maybe it gives a wider spectrum on the scale of rock lee drunken fist To the more dignified and composed Shunsui Kyōraku rather than just slapstick Jackie Chan comedy fighting?
  11. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Hold person was never gated by resistance till 5e∆. In 3.x it was gated first by "is the target even a valid creature type for the spell?" Followed by "does it have appropriate SR for the level of the game(mm even had a BTC entry for it ∆ once again, 4e was ADEU and I don't really know or...
  12. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Having more slots is entirely different from having them filled with spells that are relevant to the scenarios you find yourself in with the numbers desired. Back in pre-4e editions where vancian casting/prep was the norm it was normal and almost expected for casters to finish an adventuring...
  13. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    2e & 3.x were vancian. In 5e everyone was changed to spontaneous & flexible neovancian casting. 4e as ADEU. It would avoid a lot of problems if 5e were vancian
  14. tetrasodium

    D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

    There are two sides to that scenario you note, but you present it as if one is incapable of being unreasonable and the other is incapable of being justified in saying no. Wotc themselves should have made some introspection and asked a more fundamental question during 5.024 first. That...
  15. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    The increased monster damage is an illusion though because death saves erase it and then some. Having death saves completely overrides that calculation you note from relevance without a solidly supported death at zero/neg10. It's too much benefit for players to allow damage erasure by healing...
  16. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    This 100%! I would love for the focus to go back to the dungeon as a whole vrs individual encounters but PCs have too many exception based abilities with too many easily recovered charges. Even if I were to somehow force a megadungeon to be cared about over the individual encounters it really...
  17. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    It's a pretty extreme deviation from the long post he actually wrote. I don't think that the selective quoting was deliberately malicious though since I wanted to post a thread about it but avoided doing so when I couldn't think of a way to easily do it without just copying the patreon post...
  18. tetrasodium

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    ad&d 2e 3.5 Hurricane Categories Category One: Winds 74 to 95 miles per hour (mph). ... Category Two: Winds 96 to 110 mph. ... Category Three: Winds 111 to 130 mph. ... Category Four: Winds 131 to 155 mph. ... Category Five: Winds greater than 155 mph. I've played/run ttrpgs like...
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