Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Clay Golem HP Drain
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 6376126" data-attributes="member: 2067"><p>I'm going to try and simplify the replies into categories. I'll call what I'm advocating for (and what I think 5e may have done here) as "Role-less play," that is, play where you don't "need" to fill a particular party role in order to access some exclusive ability that no other group gets access to and that the game assumes you have if you want to access all of it's default content. </p><p></p><p><span style="font-size: 15px"><u>They can't just TELL you about their assumptions!</u></span></p><p>[sblock]</p><p></p><p></p><p>They know the game they're designing better than anyone else. If a clay golem can't be fought without a dedicated healer, they know that -- it was presumably a conscious choice on their part for some reason. Why not be explicit? Why leave it for System Mastery to discover?</p><p></p><p></p><p></p><p>"It's OK to have a bad time playing D&D because that's learning how to have a good time!" is not a strategy I'm really interested in entertaining. Why would I play a game that doesn't make it easy for me to have a good time without having to jump through invisible and arbitrary hoops?</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><u>Role-less Play Sucks!</u></span></p><p>[sblock]</p><p></p><p></p><p>I should be able to because "A team of trained soldiers is asked to explore a forgotten ruin where ancient constructs of clay guard lost treasure" is not an adventure idea that should be off the table or require intensive DM effort to pull off in D&D. There's no good reason to arbitrarily exclude it or set the barrier for this particular story any higher than "a team of church functionaries is asked to explore a forgotten ruin where ancient constructs of clay guard lost treasure."</p><p></p><p>In 5e currently, there's nothing in the rules about making characters that tells me that I shouldn't just make whatever I want to make. If they didn't want a party full of fighters, why not design for that intent? If they wanted to have certain roles met, they could make it explicit as they did in 4e. It's not like no one has ever done this before, we've had a game since 2008 that tells you why you shouldn't have a party made entirely of fighters in pretty explicit terms. </p><p></p><p></p><p></p><p>I don't want to play 4e, I just want my party of fighters in 5e to be able to face a clay golem without me having to frickin' hold their hands. </p><p></p><p></p><p></p><p>Class is not about niche protection, it is about archetypes, and archetypes are different with or without niche protection. You don't need homogenization, you just need a common baseline.</p><p></p><p>I mean, just because every character class can take the Attack action doesn't mean that all attack actions are completely homogenous and identical, right? If every class could take the Heal Maximum HP Loss action at level 9, why would that necessarily produce any more homogenization and blandness? That action can have AT LEAST as many interesting variations as "roll to hit and for damage." </p><p></p><p></p><p></p><p>Everyone being capable isn't the same as everyone being equal. This isn't a binary yes/no switch, it's a continuum. Even if your fighter could heal the clay golem's injury with the Medicine skill, it doesn't need to be the equivalent to or as effective as casting a spell. </p><p></p><p></p><p></p><p>Yeah, but I should know when I'm getting into a TPK situation, not have one unexpectedly dropped on my head because I failed to read the minds of the designers correctly. </p><p></p><p></p><p></p><p>There's a lot of room between "strengths and weaknesses" and "you must be X to participate."</p><p></p><p>Strengths and weaknesses are awesome and add variety. I prefer the extreme ends of the bell curve.</p><p></p><p>But those are still two points on the curve. I might SUCK at making melee attack rolls as a wizard, but I can do it. If I hit a magic-immune critter, I will not be at my best, but I will be doing SOMETHING.</p><p></p><p>Versus, if I am a fighter in a party without a healer, I just cannot fight a clay golem unless I want to be permanently crippled. That is not a weakness. It is a prohibition. An unstated, secret, presumed prohibition that I'm just supposed to figure out by, apparently, having bad experiences until I learn. </p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><u>A DM Can Fix Everything!</u></span></p><p>[sblock]</p><p></p><p></p><p>There's lots of ways to deal with everything, but there is a default assumption here. If that default assumption is "your party needs a dedicated healer," why leave that assumption un-stated? And why then advertise your game as being about creating your imaginary fantasy hero when that is not what the game really expects you to do (because it will punish you if you don't wind up choosing a specific kind of hero)? </p><p></p><p></p><p></p><p>The issue then is that it doesn't state those assumptions. It just assumes them. It doesn't say "hey everyone, you need a healer!", it just assumes that you'll have a healer and SCREW YOU if you decided to let your imagination run wild and be whatever you wanted instead of thinking about party composition!</p><p></p><p>And part of what I like about improvisational DMing is that I don't have to hold the game's hands and treat it like a precious little princess who feels this little pea behind her 20 mattresses, and pulling some contrivance out of my behindus as to why this damage doesn't stick falls into the category of being asked to remove that pea. I'd rather ask for the game not to be such a frickin' drama queen about the pea. </p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><u>This Whole Thing Might Be Moot</u></span></p><p>[sblock]</p><p></p><p></p><p></p><p></p><p>So it's not undesirable to have clay golem's attacks be healed by anyone. And it's certainly <em>possible</em> to have the clay golem's attacks healed by anyone. So why wouldn't that be what the game does? </p><p></p><p>As far as rampant speculation goes, I do think it's possible that they require the ability to cast a spell to make an item containing that spell, but we already have the example of an herbalism kit making antitoxins and potions of healing (which, apparently, anyone can do with some crafting down-time, and not to mention feats like Healer), so there's precedence for mundane resources being able to create magical recovery. The DMG might have more robust crafting rules that require magic, but I could envision a world in which it doesn't necessarily require magic.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6376126, member: 2067"] I'm going to try and simplify the replies into categories. I'll call what I'm advocating for (and what I think 5e may have done here) as "Role-less play," that is, play where you don't "need" to fill a particular party role in order to access some exclusive ability that no other group gets access to and that the game assumes you have if you want to access all of it's default content. [SIZE=4][U]They can't just TELL you about their assumptions![/U][/SIZE] [sblock] They know the game they're designing better than anyone else. If a clay golem can't be fought without a dedicated healer, they know that -- it was presumably a conscious choice on their part for some reason. Why not be explicit? Why leave it for System Mastery to discover? "It's OK to have a bad time playing D&D because that's learning how to have a good time!" is not a strategy I'm really interested in entertaining. Why would I play a game that doesn't make it easy for me to have a good time without having to jump through invisible and arbitrary hoops? [/sblock] [SIZE=4][U]Role-less Play Sucks![/U][/SIZE] [sblock] I should be able to because "A team of trained soldiers is asked to explore a forgotten ruin where ancient constructs of clay guard lost treasure" is not an adventure idea that should be off the table or require intensive DM effort to pull off in D&D. There's no good reason to arbitrarily exclude it or set the barrier for this particular story any higher than "a team of church functionaries is asked to explore a forgotten ruin where ancient constructs of clay guard lost treasure." In 5e currently, there's nothing in the rules about making characters that tells me that I shouldn't just make whatever I want to make. If they didn't want a party full of fighters, why not design for that intent? If they wanted to have certain roles met, they could make it explicit as they did in 4e. It's not like no one has ever done this before, we've had a game since 2008 that tells you why you shouldn't have a party made entirely of fighters in pretty explicit terms. I don't want to play 4e, I just want my party of fighters in 5e to be able to face a clay golem without me having to frickin' hold their hands. Class is not about niche protection, it is about archetypes, and archetypes are different with or without niche protection. You don't need homogenization, you just need a common baseline. I mean, just because every character class can take the Attack action doesn't mean that all attack actions are completely homogenous and identical, right? If every class could take the Heal Maximum HP Loss action at level 9, why would that necessarily produce any more homogenization and blandness? That action can have AT LEAST as many interesting variations as "roll to hit and for damage." Everyone being capable isn't the same as everyone being equal. This isn't a binary yes/no switch, it's a continuum. Even if your fighter could heal the clay golem's injury with the Medicine skill, it doesn't need to be the equivalent to or as effective as casting a spell. Yeah, but I should know when I'm getting into a TPK situation, not have one unexpectedly dropped on my head because I failed to read the minds of the designers correctly. There's a lot of room between "strengths and weaknesses" and "you must be X to participate." Strengths and weaknesses are awesome and add variety. I prefer the extreme ends of the bell curve. But those are still two points on the curve. I might SUCK at making melee attack rolls as a wizard, but I can do it. If I hit a magic-immune critter, I will not be at my best, but I will be doing SOMETHING. Versus, if I am a fighter in a party without a healer, I just cannot fight a clay golem unless I want to be permanently crippled. That is not a weakness. It is a prohibition. An unstated, secret, presumed prohibition that I'm just supposed to figure out by, apparently, having bad experiences until I learn. [/sblock] [SIZE=4][U]A DM Can Fix Everything![/U][/SIZE] [sblock] There's lots of ways to deal with everything, but there is a default assumption here. If that default assumption is "your party needs a dedicated healer," why leave that assumption un-stated? And why then advertise your game as being about creating your imaginary fantasy hero when that is not what the game really expects you to do (because it will punish you if you don't wind up choosing a specific kind of hero)? The issue then is that it doesn't state those assumptions. It just assumes them. It doesn't say "hey everyone, you need a healer!", it just assumes that you'll have a healer and SCREW YOU if you decided to let your imagination run wild and be whatever you wanted instead of thinking about party composition! And part of what I like about improvisational DMing is that I don't have to hold the game's hands and treat it like a precious little princess who feels this little pea behind her 20 mattresses, and pulling some contrivance out of my behindus as to why this damage doesn't stick falls into the category of being asked to remove that pea. I'd rather ask for the game not to be such a frickin' drama queen about the pea. [/sblock] [SIZE=4][U]This Whole Thing Might Be Moot[/U][/SIZE] [sblock] So it's not undesirable to have clay golem's attacks be healed by anyone. And it's certainly [I]possible[/I] to have the clay golem's attacks healed by anyone. So why wouldn't that be what the game does? As far as rampant speculation goes, I do think it's possible that they require the ability to cast a spell to make an item containing that spell, but we already have the example of an herbalism kit making antitoxins and potions of healing (which, apparently, anyone can do with some crafting down-time, and not to mention feats like Healer), so there's precedence for mundane resources being able to create magical recovery. The DMG might have more robust crafting rules that require magic, but I could envision a world in which it doesn't necessarily require magic. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Clay Golem HP Drain
Top