Did I say it couldn't be done? I said that I didn't like the way minions worked.Yeahhhh...in fairness, someone said something couldn't be done before! It wasn't (just) my fault!!
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Did I say it couldn't be done? I said that I didn't like the way minions worked.Yeahhhh...in fairness, someone said something couldn't be done before! It wasn't (just) my fault!!
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You decide (bold added):Did I say it couldn't be done? I said that I didn't like the way minions worked.
Bounded accuracy works well for me, I just threw some cannon fodder level 8 monsters at my level 17 party and it worked as intended. I couldn't have done that in previous editions.
Remember the Warmage in 3.5 and the game breaking and dominating combos it could do? Neither do I and 5E bloated hit point total nerf that even further. The 8d6 fireball in 5E is roughly equivalent to a 3d6 AD&D fireball (sometimes 2d6 or 4d6 depending on encounter).
Here we are again, in a thread turned into a 4e thread @EzekielRaiden![]()
Then they wouldn't have been level 8 monsters, they would have been level 17 minions. I never specifically mentioned 4E. There were other editions before 4E that some of us played, I was thinking 3.5 if it matters.You decide (bold added):
Agree with the hot take, but I feel your breakdown misses some fundamental issues:
1- The Abandonment of Morale rules had a profound impact on combat in the game - as well as tying XP to mostly monster killing.
2- The Abandonment of Hit Dice limits - after 9hd you got a static +1, +2 or +3 hps no con mod. Adding a full HD all the way to Lvl 20 has fundamentally altered the way D&D plays and feels. It has had a cascade of effects on every WotC designed edition with HP bloat effects in every aspect of the game that they have never fully gotten a handle on.
3- The Abandonment of the traditional power checks for casters. Now instead of finding new spells you have access to every spell on you level as you level up. The systematic removal of the need for components and increase in the generosity of cantrips, etc, has just made them increasingly powerful under WotC stewardship. What really needed to happen with 3e was a top down re-think and organization of the spell lists, and how casters should acquire new spells; but now it's too late.
These three changes from 2-3e have had a far more fundamental effect on the direction of the game, and how it is now being played than any of the saving throw, class ability, stat bump, DC Scale, attack bonus, sideshow stuff being discussed.
Ascending AC was on point though...
Yep - that's exactly a) why it's a good idea to have a well-rounded party and b) how the game design (perhaps unintentionally!) enforced some teamwork.Admittedly, that's not the whole story. Mages were weak against things like Mind Flayers, but Fighters could (potentially) pick up the slack. Fighters were useless against a creature with +x immunity if their weapon was < x, but the Mages could potentially pick up the slack.
And this is something, perhaps because it's the environment I started with and still play in, I'm fine with. Sometimes you're the star, sometimes you're the understudy, and sometimes you're the audience.The issue there is that (IMO) sidelining characters is a terrible way to design monsters. Especially for an adventure that features particular creatures heavily, certain characters could end up feeling like the appendix of the party.
It's part of a broader approach that dials down swinginess, which only serves to make it all more predictable.I think 5e's approach of dialing down severity (very little SoD) while also reducing the ability to turtle is very good design.
To avoid the obvious PC-side power creep this idea otherwise produces, I'd suggest using the lower of those stat pairs for the save.Going back to Fort/Reflex/Will would be cleaner IMO. It would result in less disparity if you could use the higher of your wis/cha for Will, the higher of your Str/Con for Fortitude, etc. Throw in half proficiency for everyone, and you've narrowed the gap to where there's still some benefit from figuring out and targeting the weak save, but not what we have now.
Yeah, but I tell you, a lot of people didn't really seem to understand the save hierarchy. Or what things added bonuses to saves). And there were always things that defaulted to "spells", to the point that I always felt like 80% of saving throws I made were against spells.To avoid the obvious PC-side power creep this idea otherwise produces, I'd suggest using the lower of those stat pairs for the save.
That said, I still greatly prefer the 1e model, where the save is based on the source/type of thing you're saving against rather than on a stat.