El Mahdi
Muad'Dib of the Anauroch
Free will, the enemy of inexperienced DMs.
Heh, heh.

but it was a funny quote.)
How about: Free Will...Bug or Feature?


Free will, the enemy of inexperienced DMs.
What you say may be true of 4E, and may or may not prove to be true of 5E, but it's not true of "D&D" in general. The lethality of the game has been different throughout different editions; and, indeed, various editions have had such optional rules.
"D&D" arguably encompasses a whole range of play styles and 'universal laws'. 4E attempted to codify that much more tightly, and tried to make the rules part of the fluff to describe a single coherent universe, but previous editions didn't do that. And there's no reason at present to think that 5E will.
So, in short - I don't agree that there's a defined D&D 'universe' where certain things can happen and others can't. Not unless you take a very restrictive view and view the concept of "D&D" outside it's historical context.
Free will, the enemy of inexperienced DMs.
"Coup de grace" and "massive damage"I am not talking about a handful country bandits I am talking about what should be overwhelming numbers.
25 trained archers with bows drawn and 4 PCs with no cover should be a threat for the PCs. The problem is DnD does not have a mechanic where one blow can kill a high level character.
Again, the discussion isn't "how has D&D rules made the game behave?" Because, really, we all know how that is. The objection is being made to how the rules have made the game behave, in fact. Everyone here basically agrees with that.
The discussion one side is trying to have is "I'd like the game to be able to make low groups dangerous at all levels." Yes, it fits within the spirit of D&D: it happens at low and mid-low levels. However, characters grow out of that. We're agreed that it's the case. Now, one side is trying to say "I don't like that it happens, and would like to see an alternative."
I was replying to someone saying "if a dozen bandits with crossbows are dangerous to you, dragons mean nothing!" That's not necessarily true, and that's what I was pointing out. As always, play what you like![]()
El Mahdi said:She's describing a conept in D&D where players can make decisions, unrealistic decisions, because they know the rules and mechanics of the game will allow them to (even if that wasn't the specific design goal of the game - and I don't think it was). Many people do not like that style of gaming, but overall like D&D, and would like to play D&D with rules that allow them to play in the style they want.
BryonD said:There is NO basis whatsoever for thinking that actually ever intentionally looking at Medusa would do anything other than turn you to stone. The rules didn't find a need to explain that, particularly given that the concept of over-riding intent is so frequently made clear. The rules PRESUME an effort to avoid. And, before this "recent era" I've mentioned NO ONE I ever games with in a situation of this type even CONSIDERED it an option to do otherwise.
You are putting what amounts to an abuse of the rules over any effort to create a quality narrative. And I think there is ZERO coincidence that you complain over and over about bad experiences you have with other players. And I think there is ZERO coincidence that you are the one calling your own game experience "ludicrous". I've reach the point that I'm convinced that you are completely blind and unaware of what the game experience *I* seek and routinely enjoy is even about.
"Coup de grace" and "massive damage"
I regard 25 archers sourrounding you and you are not prepared as coup de grace attempts.
I think you have taken my quote quite a bit out of context there.I'm not trying to say that the "mooks are dangerous" people are having wrongbadfun,
First, just to be picky, "in lava" and "in a burning building" are vastly different in ways that make them quite difficult to compare.If the base rules are "people die when they're stuck in burning buildings or lava, period," you have nowhere to go from there.
The issue here is whether the game should be able to make mooks dangerous at high levels, or whether it should by default make mooks dangerous at high levels. Those who have houseruled mooks to be dangerous in the past or who are advocating that they change it in 5e seem to want it to be the default. I have no problem if you, personally, or anyone else wants to run a game where mooks are a threat at all levels. I have no problem if you or anyone else want to make falls or lava or other hazards lethal.
I only have a problem when the "mooks are dangerous" people characterize the "high level characters are superhuman" people as making decisions for their PCs based purely on metagaming, or that they're abusing the rules, or that you can't have a good narrative playing that way:
I'm not trying to say that the "mooks are dangerous" people are having wrongbadfun, or trying to deny them their playstyle in 5e, I just want to make it clear that D&D actually supports and has always supported the "high level characters are superhuman" view, often more than it has their houseruled version, so all the talk about realism being more desirable, or superhuman PCs being an abuse of the rules, or DMs having the right to just take away HP or saves or the like if they feel the PCs are doing unrealistic things, or the like isn't fair to those of us who have played superhuman PCs since the BECMI and 1e days.
Also, whether or not you think it's a good thing that it has been the default to support superhuman high levels to whatever extent since the beginning, with houserules and variants providing the realism, it should be that way in 5e if they want to support both playstyles, as I've mentioned before. If the base rules are "people die when they're stuck in burning buildings or lava, period," you have nowhere to go from there. If the base rules are "people take XdY damage from fire per turn and have to make a DC Z save against smoke inhalation/suffocation after W time units, or ten times that much damage from lava," then not only do you have a better baseline for decision making, you can also change those rules to be either absolute death or much more mild because the game is framing those rules in terms of actual game effects (saves and damage) rather than making them off-limits deathtraps and providing no scale of comparison between lava and other threats, insta-death or otherwise.
So essentially, my stance boils down to "Mooks should be nuisances at best, lava should deal fire damage, and falling should deal HP damage in the DMG, and insta-death should happen in UA, not vice-versa," that's all.
First off, "No cover" is not the same thing as "not prepared." There's plenty of room for dodging, luck, divine favor, etc. to work its magic, and the PCs definitely know it's coming so there's room for readied actions and such.
Secondly, If 25 1st-level archers, who are a long way away, across an open field, in plain sight, that you're completely expecting, are allowed to make CdG attempts against you, then I assume that a single 1st-level rogue, who's right next to you, while you're distracted by combat, hidden, that you aren't expecting, is also allowed to make a CdG attempt, then? I mean, the rogue has a much better chance to catch you "unprepared" than the archers. No? Well then.
The rogue is allowed to make a sneak attack. If it's a level 1 rogue against a level 10 PC, the rogue probably does nothing. If it's a level 15 rogue against a level 10 PC, the PC probably dies. Why is it that the rules should change just because you've entered "cutscene mode," for lack of a better term? If the PCs have been ambushed by kobold archers, goblin slingers, traps, and other projectile-launching threats before and haven't died, then why should human archers of comparable skill suddenly be much more lethal? For all this talk of realism, that certainly seems to break verisimilitude.
The original scenario was about party of 15th level PCs. They could easily have told the archers they were going to stand down and go away...and they later flown over the walls invisibly, disguised themselves and entered later, mind-controlled a guard to let them in, snuck up and killed some guards at night, or many other options. First of all, why would a DM want to punish them for taking the blatant, tactically-unsound option that would let the entire city know what they're doing and providing the DM an excuse to send a bigger and better force against them instead of being smart about it? Second of all, the problem is that the PCs reacted with violence, not that they could do it successfully! The party was claimed to be nonevil, yet their first reaction was to talk back to the guards, kill everything, and take over the city instead of, oh I don't know, asking why they were being denied entrance and trying to talk it out?
Just because your 15th-level PCs can take over a nation and they know it doesn't mean they actually should, and it seems like that's the root cause people object to--the inability of town guards to stop PCs from being homicidal maniacs--not necessarily the realism of the guards.
I don't care which way it goes, as long as both are presented as options. Others in this thread that want it as well seem to share that sentiment. As always, play what you likeThe issue here is whether the game should be able to make mooks dangerous at high levels, or whether it should by default make mooks dangerous at high levels.