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5th Edition has broken Bounded Accuracy
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<blockquote data-quote="Fanaelialae" data-source="post: 6636502" data-attributes="member: 53980"><p>See, if an enlarged fighter grappled a huge dragon in my game, he'd have the choice to fall with it or release it. He wouldn't be able to hold it in the air though, for the same reason he wouldn't be able to lift the dragon off the ground if he tried the same thing at ground level. Granted, a magical hand of force doesn't have to follow the same logic, which is why it's the DM's call.</p><p></p><p>I don't have falling break a grapple by default. To me, that would be absurd. Unlike most forced movement, falling is not an explosive force. You can easily find videos of people linking hands while falling. Therefore, it stands to reason that falling doesn't automatically break a grapple so long as both parties are falling. Besides, tackling a flying creature out of the air has made for some epic moments in previous campaigns.</p><p></p><p></p><p></p><p></p><p>Cross your fingers and hope Absorb Elements / Shield (depending on what the dragon is attacking with) is enough to keep you going. It's not really all that different from miscalculating because you assumed the DM would use a non-spellcasting dragon, but instead the dragon Dispels the warrior's Fly spell and the warrior gets reacquainted with gravity. If we (gamers) didn't enjoy a certain degree of randomness, we'd sit around a table telling stories without using dice.</p><p></p><p>I hate dying too, but sometimes the dice won't fall your way. If the paladin flies up to engage the dragon and the dragon responds with a flurry of nat 20s that kill the paladin, then you probably die.</p><p></p><p>Telekinesis is a valid choice. It's riskier than Fly, but the reward is greater. There's certainly no shame in preferring the more conservative gamble, but you're still gambling either way.</p><p></p><p></p><p></p><p></p><p>You can't exactly assume that every party will have access to Fly. I'm playing a level 7 wizard and I didn't pick Fly. Unless I happen to find it somewhere, my party will be going through the rest of that campaign without Fly.</p><p></p><p>Every party is different. (Technically with point buy you could make the exact same party over and over, but who would honestly do that?) The best anyone can do is point out potential strategies for beating a dragon if you have this or your have that.</p><p></p><p></p><p></p><p></p><p>The great thing about Sentinel is that once he has the dragon on lockdown, the dragon will probably stay on lockdown. And unless the dragon has used divination to research the party, or the DM is meta-gaming, the dragon has no means to avoid being put into lockdown as long as the Sentinel can get adjacent to it.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6636502, member: 53980"] See, if an enlarged fighter grappled a huge dragon in my game, he'd have the choice to fall with it or release it. He wouldn't be able to hold it in the air though, for the same reason he wouldn't be able to lift the dragon off the ground if he tried the same thing at ground level. Granted, a magical hand of force doesn't have to follow the same logic, which is why it's the DM's call. I don't have falling break a grapple by default. To me, that would be absurd. Unlike most forced movement, falling is not an explosive force. You can easily find videos of people linking hands while falling. Therefore, it stands to reason that falling doesn't automatically break a grapple so long as both parties are falling. Besides, tackling a flying creature out of the air has made for some epic moments in previous campaigns. Cross your fingers and hope Absorb Elements / Shield (depending on what the dragon is attacking with) is enough to keep you going. It's not really all that different from miscalculating because you assumed the DM would use a non-spellcasting dragon, but instead the dragon Dispels the warrior's Fly spell and the warrior gets reacquainted with gravity. If we (gamers) didn't enjoy a certain degree of randomness, we'd sit around a table telling stories without using dice. I hate dying too, but sometimes the dice won't fall your way. If the paladin flies up to engage the dragon and the dragon responds with a flurry of nat 20s that kill the paladin, then you probably die. Telekinesis is a valid choice. It's riskier than Fly, but the reward is greater. There's certainly no shame in preferring the more conservative gamble, but you're still gambling either way. You can't exactly assume that every party will have access to Fly. I'm playing a level 7 wizard and I didn't pick Fly. Unless I happen to find it somewhere, my party will be going through the rest of that campaign without Fly. Every party is different. (Technically with point buy you could make the exact same party over and over, but who would honestly do that?) The best anyone can do is point out potential strategies for beating a dragon if you have this or your have that. The great thing about Sentinel is that once he has the dragon on lockdown, the dragon will probably stay on lockdown. And unless the dragon has used divination to research the party, or the DM is meta-gaming, the dragon has no means to avoid being put into lockdown as long as the Sentinel can get adjacent to it. [/QUOTE]
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5th Edition has broken Bounded Accuracy
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