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General Tabletop Discussion
*Dungeons & Dragons
2024 - Do magic weapons bypass resistance now?
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<blockquote data-quote="James Gasik" data-source="post: 9646227" data-attributes="member: 6877472"><p>RE: Fleeing in combat. This is really table-dependent. Even though 5e has chase rules, there's no clear line of demarcation between "you are in combat" and "you are now in a chase". Often, enemies are as fast (or faster) than player characters, and might have ranged attacks. They usually have superior knowledge of the area as well. Knowing that fleeing foes will come back (on both sides) greatly incentives PC's and NPC's alike to running down fleeing foes.</p><p></p><p>Outdoors, you can split up and get away more easily, but indoors, like the classic "dungeon", that's not always a thing. If you stay in combat, it's pretty much impossible to flee unless you have set up a way to do so in advance (and with most fights being: "you enter this area- roll initiative!" that's not always viable) or your caster stocks the ability to summon fog/hindering terrain/illusions/darkness and has the spell slot available (again, not a given- in 3e/PF1e games, I've had my Clerics hold onto Obscuring Mist, but many were the times it got converted into a Cure Light Wounds at the worst possible time).</p><p></p><p>If consumables like scrolls and the like are easy to come by, that helps out a lot, but a lot of 5e games either lack sufficient downtime, or have DM's who feel the introduction of any random magic item could utterly destroy their encounter design.*</p><p></p><p>*I'm not being as hyperbolic about this as I'd like to be. Then again, I won't argue that the wrong item introduced into a game can cause serious issues. In the game I'm playing in now, my Wizard found a <em>Cube of Force</em>, and while I've only used it in one encounter, the mere <strong>threat</strong> that I might use it is making my DM pretty nervous. I'm seriously thinking I might need to make a deal with him before the item gets nerfed/stolen/destroyed, lol).</p><p></p><p>Even when I'm the DM, I have no problems with letting the party arm themselves with magic weapons (there's even a slightly cursed +3 sickle- which ironically, the Warlock who owns it wants no part of) but I'm super wary of magic armor, as it can make fights against some enemies an exercise in futility- but then at higher levels, you have enemies who snicker at AC's of 20, and a +1-3 AC stops seeming like a big deal.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9646227, member: 6877472"] RE: Fleeing in combat. This is really table-dependent. Even though 5e has chase rules, there's no clear line of demarcation between "you are in combat" and "you are now in a chase". Often, enemies are as fast (or faster) than player characters, and might have ranged attacks. They usually have superior knowledge of the area as well. Knowing that fleeing foes will come back (on both sides) greatly incentives PC's and NPC's alike to running down fleeing foes. Outdoors, you can split up and get away more easily, but indoors, like the classic "dungeon", that's not always a thing. If you stay in combat, it's pretty much impossible to flee unless you have set up a way to do so in advance (and with most fights being: "you enter this area- roll initiative!" that's not always viable) or your caster stocks the ability to summon fog/hindering terrain/illusions/darkness and has the spell slot available (again, not a given- in 3e/PF1e games, I've had my Clerics hold onto Obscuring Mist, but many were the times it got converted into a Cure Light Wounds at the worst possible time). If consumables like scrolls and the like are easy to come by, that helps out a lot, but a lot of 5e games either lack sufficient downtime, or have DM's who feel the introduction of any random magic item could utterly destroy their encounter design.* *I'm not being as hyperbolic about this as I'd like to be. Then again, I won't argue that the wrong item introduced into a game can cause serious issues. In the game I'm playing in now, my Wizard found a [I]Cube of Force[/I], and while I've only used it in one encounter, the mere [B]threat[/B] that I might use it is making my DM pretty nervous. I'm seriously thinking I might need to make a deal with him before the item gets nerfed/stolen/destroyed, lol). Even when I'm the DM, I have no problems with letting the party arm themselves with magic weapons (there's even a slightly cursed +3 sickle- which ironically, the Warlock who owns it wants no part of) but I'm super wary of magic armor, as it can make fights against some enemies an exercise in futility- but then at higher levels, you have enemies who snicker at AC's of 20, and a +1-3 AC stops seeming like a big deal. [/QUOTE]
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