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False truisms in 5th edition
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<blockquote data-quote="Ovarwa" data-source="post: 7541401" data-attributes="member: 75153"><p>Hi,</p><p></p><p>Is a false truism a falsism?</p><p></p><p></p><p>Sometimes. In many classic dungeon crawls, in many classic tavern brawls, in cramped quarters rather than long halls... it is rare for long range to even exist, so speed doesn't matter.</p><p></p><p>Overall, of course, for the same money, it is better to be fast than to be slow.</p><p></p><p>And in games where kiting is often possible, that is clearly a winning tactic.</p><p></p><p>But it's often not possible.</p><p></p><p>Sometimes it's *more* viable.</p><p></p><p>If there are no feats, and close combat abounds, a ranged character will often literally be at disadvantage. A melee character is happy.</p><p></p><p>A rogue in melee particularly benefits because he gets sneak attack on his off-turn opportunity attack! Ranged characters don't really get those opportunities.</p><p></p><p>A melee character can block a chokepoint. When it comes to difficult terrain, he is the most difficult. Ranged character? Usually damage only.</p><p></p><p>Grabs and grappling can be nice too, I'm told.</p><p></p><p>Obviously, combats that allow a ranged character to operate freely at range will show him at his best, especially if he is also fast. But this is often not an option.</p><p></p><p>Opportunity attacks.</p><p></p><p>Two rogues attacking a target in melee grant each other advantage and sneak attack, which I'm told rogues particularly like. At range? Not so much.</p><p></p><p></p><p>Dexterity has been a great stat for a long time. No argument there.</p><p></p><p>Fortunately for MM critters, they have a GM who builds encounters around them. Sometimes there's room to shoot and run and shoot... and sometimes not.</p><p></p><p></p><p>False! Martial builds, especially fighters, really want Feats. 7 ASIs without Feats? Ugh.</p><p></p><p>But ranged martial builds also really want feats.</p><p></p><p></p><p>False: 6 ASIs without Feats? Ugh.</p><p></p><p>Strawman: WotC seems to have put a lot of effort into *not* coasting with previous collective wisdom. Wizards are better in some ways and not as good in others, especially if MC is allowed.</p><p></p><p>In the beginning, of course, there *were* no arcane spells or wizards. There were magic-users who cast magic-user spells.</p><p></p><p>They still can. When a scenario calls for, say, traveling to another plane, it comes to a screeching halt if the party cannot do that. Or for resurrecting the long-dead princess. Or....</p><p></p><p></p><p>Better than a classic D&D lvl1 MU, with his *one* Sleep or Magic Missile and 3hp.</p><p></p><p></p><p>Anyway,</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Ovarwa, post: 7541401, member: 75153"] Hi, Is a false truism a falsism? Sometimes. In many classic dungeon crawls, in many classic tavern brawls, in cramped quarters rather than long halls... it is rare for long range to even exist, so speed doesn't matter. Overall, of course, for the same money, it is better to be fast than to be slow. And in games where kiting is often possible, that is clearly a winning tactic. But it's often not possible. Sometimes it's *more* viable. If there are no feats, and close combat abounds, a ranged character will often literally be at disadvantage. A melee character is happy. A rogue in melee particularly benefits because he gets sneak attack on his off-turn opportunity attack! Ranged characters don't really get those opportunities. A melee character can block a chokepoint. When it comes to difficult terrain, he is the most difficult. Ranged character? Usually damage only. Grabs and grappling can be nice too, I'm told. Obviously, combats that allow a ranged character to operate freely at range will show him at his best, especially if he is also fast. But this is often not an option. Opportunity attacks. Two rogues attacking a target in melee grant each other advantage and sneak attack, which I'm told rogues particularly like. At range? Not so much. Dexterity has been a great stat for a long time. No argument there. Fortunately for MM critters, they have a GM who builds encounters around them. Sometimes there's room to shoot and run and shoot... and sometimes not. False! Martial builds, especially fighters, really want Feats. 7 ASIs without Feats? Ugh. But ranged martial builds also really want feats. False: 6 ASIs without Feats? Ugh. Strawman: WotC seems to have put a lot of effort into *not* coasting with previous collective wisdom. Wizards are better in some ways and not as good in others, especially if MC is allowed. In the beginning, of course, there *were* no arcane spells or wizards. There were magic-users who cast magic-user spells. They still can. When a scenario calls for, say, traveling to another plane, it comes to a screeching halt if the party cannot do that. Or for resurrecting the long-dead princess. Or.... Better than a classic D&D lvl1 MU, with his *one* Sleep or Magic Missile and 3hp. Anyway, Ken [/QUOTE]
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