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Community
General Tabletop Discussion
*Dungeons & Dragons
Assuming no GWM/SS, are different fighting styles roughly balanced?
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<blockquote data-quote="clearstream" data-source="post: 7224494" data-attributes="member: 71699"><p>DMs need to keep the ammo rule in mind because it imposes a couple of constraints that are worth having now that WotC have thrown away so many. One is that the CE/SS Hand Crossbow wielder can't fire four times then change weapon or switch to shield, because they lack a free interaction to do it with. They can't haul out a potion of healing and quaff it. If they are falling back, they can't open any doors. I will admit this is all kind of clutching at straws, but then... it is in the existing rules so why not use it?</p><p></p><p></p><p>Likewise. Years ago I started finding vanilla monsters insufficiently interesting opponents (to my taste, I'm not knocking the tale of heroes fighting back monstrosities). It gives a DM a lot more tools to counter this sort of malarkey, I can tell you <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Agreed with respect to monsters, they're kind of hapless. Against character-class equivalents I find that the choices I can make <em>instead</em> of taking 11 levels of fighter and investing two feats allows that foe to reliably close without in many cases even being hit. Even using vanilla monsters, I believe a diversified party will be overall more successful. One problem for DMs is whether they will hold their optimisers to account? By which I mean, when the four archers reach that door that they simply cannot open or the Duchess that they cannot persuade, do you allow them to go around or do you say - yes, this line of adventure ends here.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7224494, member: 71699"] DMs need to keep the ammo rule in mind because it imposes a couple of constraints that are worth having now that WotC have thrown away so many. One is that the CE/SS Hand Crossbow wielder can't fire four times then change weapon or switch to shield, because they lack a free interaction to do it with. They can't haul out a potion of healing and quaff it. If they are falling back, they can't open any doors. I will admit this is all kind of clutching at straws, but then... it is in the existing rules so why not use it? Likewise. Years ago I started finding vanilla monsters insufficiently interesting opponents (to my taste, I'm not knocking the tale of heroes fighting back monstrosities). It gives a DM a lot more tools to counter this sort of malarkey, I can tell you :) Agreed with respect to monsters, they're kind of hapless. Against character-class equivalents I find that the choices I can make [I]instead[/I] of taking 11 levels of fighter and investing two feats allows that foe to reliably close without in many cases even being hit. Even using vanilla monsters, I believe a diversified party will be overall more successful. One problem for DMs is whether they will hold their optimisers to account? By which I mean, when the four archers reach that door that they simply cannot open or the Duchess that they cannot persuade, do you allow them to go around or do you say - yes, this line of adventure ends here. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Assuming no GWM/SS, are different fighting styles roughly balanced?
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