Mustrum_Ridcully said:
Sword Chucks and Arrows in your chest are also very lethal. Many people used to die to this when such weapons where still commonly applied. And then there was tetanus and similar unfriendly things that could kill or debilitate you even if you were just wounded, not killed.
Not as often as common knowledge would indicate. For example, unlike TV shows, it is rare for someone to fall over dead from a single knife stab. Without getting too morbid, I would advise looking up some crime statistics before basing an argument on the assumption that people are as frail as blown glass.
But that doesn't mean it's a good idea to use such stuff in a game where you do combat more then the few times regular humans do or did it...
There have been career soldiers for as long as there have been armies. Not all survivors of a battle were the ones that stayed in the back lines and didn't get hit.
As an extreme opinion: Why not? In turn, he deals a lot more damage, and can fling grappled targets around? And even if his chance is better, does it need to become auto-success? Why aren't his normal attacks auto-success? I mean, if he'd jump on a heavy armored Fighte,r that guy could move the required distance to evade the attack?
Off the top of my head, I would say a dragon is about the size of a 747. Further, it is about 100ft away from someone bearing down on them at about 300mph, which means that person has about a quarter second to get out of the way. With a wingspan of roughly 200ft, that person would have to run at about 600mph to get clear of the wing before the plane/dragon hits them.
Where would you place those odds? Further, where would you place the odds of that person knocking the front landing gear out of the way?
I'd say that's plain wrong. A +2 bonus to attacks is a +2 bonus to attacks. It might change from round to round, but it's only a single change. But a +4 enhancement bonus to Constitution means +2hp/level more hit points, a +2 to your fortitude save, and a +2 bonus to your Concentration Checks. But wait, didn't you already have another +2 enhancement bonus item that you already calculated in? Oh, and then you did get 1d10+Con temporary hit points from Heroes Feast. Did you remember that?
Except we are talking about an aura bonus to Spot checks, for example, that may change suddenly when the Elf moves too far away. But not too far away from everyone, just a couple of characters. One of which might be the Cleric with a healing aura.
Additionally, a +2 bonus to attacks at first level for a fighter is 200% better than they had. at 20th level, it is an increase of 10%. Clearly, a static bonus to attacks is level dependent.
Such DM brains are doomed to explode. But what is with DMs that just like to run a 10th level group against a Yuan-Ti Temple. Did you consider how many stats you have to create just to have enough Yuan-Ti in the apporpriate level range, without every encounter being a rehash? Considered how much effort it is to stat-up the Yuan-Ti High Priest alone?
Without every encounter being a re-hash? Like the 12th group of Kobold Skirmishers for the day? Like the Bugbear Strangler that everyone knows to keep pushing away with the Warlord's powers?
How many stats are needed to populate a Yuan-Ti temple? One Yuan-Ti's worth. Vary weapons if you want, add or subtract d20 hit points as needed. Stat up the High Priest and his three servitors. Fifteen minutes, tops.
Spell-Like abilities of considerably lower level then typical for the CR. Or spell-like abilities plainly inferior to any other options. Dragons with full sorceror spell-casting that was usually inferior to their regular attack routine. (But at least two buffs could totally break them - Mage Armor & Shield)
These two?
Mage Armour
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Shield
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
You are claiming a +8AC bonus will
totally negate a dragon? Or even it's spell casting? Or are you claiming the +8AC bonus applies to all saving throws? If that is the case, why doesn't the dragon cast the same spells and negate the party Wizard?
Why is Use Rope a skill at all? How many situations do you need it, compared to, say, Spot or Diplomacy? What are the in-game effects of a typical Use Rope skill compared to that of a typical Spot or Diplomacy check? How do I even know what DCs are appropriate for a party (without becoming to difficult or becoming a unintented cake-walk). I can use CR to eyeball monster encounters. Why isn't there anything that allows me to do the same for skills?
Do you mean something
like this?
Rope Use has as many uses as rope does, I guess. I mean, it really feels like the development team or marketing or whoever are inventing these problems, and people run with them, then repeat them endlessly like gospel truth. If a particular group doesn't use each and every skill for every situation, it hardly means the skill is useless. It may be useless in that group. It may be that particular DM can't or won't create situations where a diverse set of skills is usable. None of that is particularly relevant. If a specific group doesn't use a skill, that is not even remotely evidence the skill is useless.
Oh, the mechanics do what they are intented to do. But they are usually so much inferior to regular types of attacks, why bother?
I have heard similar things about many at-will powers from playtesters at DDXP and other playtests.