Just to add to that, in a typical game with several players, a single one of them being unhittable is not that big a deal. It makes opponents focus fire on the other players. Especially if it visually obvious like a blur effect and heavy armor.
Why would it do that?
But the circumstances in which the cloak is in effect are not just "taking attack rolls" - it is only those times when taking attack rolls and the cloak hasn't been temporarily turned off by some means, such as taking damage whether it was from a lucky attack roll (I've already crit against my PCs twice while rolling with disadvantage just in the relatively brief time 5th edition has officially existed, for an (overly extreme) example of such lucky rolls) or a non-attack roll source, being made unable to move, or simply facing an opponent not affected by the illusion.I would not call taking attack rolls to be a "single very specific circumstance". It's a general thing and it's going to happen a lot.
But the circumstances in which the cloak is in effect are not just "taking attack rolls" - it is only those times when taking attack rolls and the cloak hasn't been temporarily turned off by some means, such as taking damage whether it was from a lucky attack roll (I've already crit against my PCs twice while rolling with disadvantage just in the relatively brief time 5th edition has officially existed, for an (overly extreme) example of such lucky rolls) or a non-attack roll source, being made unable to move, or simply facing an opponent not affected by the illusion.
False..False.
False.False.
They also happen less often. For instance, a dragon may only be able to breathe once in an encounter. So, not exactly evidence.That's not actually as true as it might seem. Effects that don't rely on attack rolls, like the breath weapons of dragons, often do enough damage that they are the equivalent of being hit by numerous attacks, and thus can provide equal effect upon HP despite being used less often.
Yeah, we've been down this road. I'm well aware that you think it's the DM's job to select monsters specifically to offset player abilities. I generally hold it's the DM's job to select monsters that make sense for the story. Neither of us wins this argument. Let's not trot it out again.And a DM isn't "going out of there way" no matter what monsters they are using; it's already the DM's assumed task to select monster - there is no significant added effort in selecting one variety over another variety.
Nope. Avoidance of conflict is avoidance of conflict, not resolution, and no edition set the game up as 'sneak through the entire game' as the predominant conflict resolution system. D&D has had combat as it's central focus from the beginning. Doesn't mean you can't play it how you want, but the rules clearly reflect combat as the central assumption of what happens in a game. That you can, could, or should sneak past some encounters doesn't detract from this.That's not entirely true either. Some of the earlier editions operated in such a way that avoiding combat was the primary conflict resolution mechanic, given the ratio of risk to reward in doing so being the most favorable.
The next solution set is much smaller, though, and adds even more disruption to the game. The more you distort your game by using more and more non-standard attacks, the more you're allowing the cloak to dictate your game. At the point in which you're making selections primarily on the basis of defeating the cloak, or even largely on that basis, I'd say your game is broken by the cloak. You can still run it, as you can run any broken game, but the distortion caused by the cloak is now evident in all of your decisions.You have just built a straw man. One need not use only sources of damage that rely on saving throws to achieve the goal of running a game that isn't broken by the inclusion of a cloak of displacement.
Right, so, because you'd be fine with whatever obtains, everyone else has to share that opinion? Beside, don't you claim that it's your job to pick monsters to offset player abilities that are distorting? This doesn't seem to line up.My solution is to be aware that it is my choice to be running that adventure, my choice to be using the optional magic item rules, my choice not to alter any of its details whether that be what items are found or what spells/abilities the monsters have access to, and thus my choices that ultimately lead to this outcome. I would then choose to be perfectly fine with this item getting to shine so bright by being found/used in the best possible circumstances for it - And I wouldn't be making claims that appear to apply to all games, even those that don't involve the same choices having been made.
The same way everyone else does, I expect -- the monsters take half damage from non-magic weapons. Do you think there's a relationship between specific monsters having resistance to non-magical weapons and not being hit?How do you handle monsters with non-magic weapon resistance?
In general, I think most games feature players getting magical weapons. I haven't had a game yet where players were saying they needed to quest for magical weapons so that they can kill something with resistance to non-magical weapons.Do the players find a way to get magic weapons and use other tactics to deal with them?
Players looking for magical weapons, or resistance to non-magical weapons? No, for either. Resistance to NMWs is something that's an early game issue and is well dealt with by the ruleset. It effectively increases hitpoints for monsters that generally have lowish hitpoints for their level anyway (note the low CR monsters that have this, they typically have the hp of monsters a few CR below them because of the buff of resistance -- to players with magical weapons, they're pushovers).Or does that break the game?
No!11!eleven! Displacer beasts have low ACs (13 IIRC). This means their disadvantage inflicting trait bumps their ACs up a few points. Displacer beasts would be just about as deadly as they are if they had AC 15-16.Are Displacer Beasts completely broken?!?
A giant grappling has to get into melee, which isn't hard, depending, but is a restriction, and has to sacrifice all of his actions to make the attempt, which, sadly due to the weird grapple rules, isn't automatic. Stone giants, as the only giants with athletics proficiency, are very decent at grappling. The others, not so much. A hill giant with a +5 strength against a +1 strength cleric (assume a high enough STR to wear heavy armor effectively) yields only an average 62% chance of success. A Storm Giant with +9 STR jumps that up to 80%. That's if the Cleric isn't proficient, doesn't have a higher STR, or doesn't anticipate grappling giants and avoids melee and/or casts Freedom of Movement (which completely eliminates grappling as a successful mechanic).In your encounter with Giants, have them attempt to grapple the Cloaked player. Have a dragon use it's Legendary Action Wing Attack to good effect. The MM is a good resource but monsters should be more than a rote set of actions in a stat block.
Whoa, there. I've made no such claim. My only claim is that it could be broken, depending on many factors of gameplay. The assumption that the cloak CANNOT be broken is what I've argued against.You continue to beat the dead horse that the Cloak of Displacement is fundamentally broken as a reason to deny offered methods to deal with it.
And I'm not saying that you can't or shouldn't do so. I'm saying that the point at which you HAVE to for the majority of encounters to offset a magic item is a point at which you can easily have a broken game. When you're expending that much effort to counter something, the problem is large enough to address out of game instead of continuing to distort your game to accommodate it. An encounter, a series of encounters, or a recurring story element that requires adaptation or non-standard solutions isn't what I'm arguming against. That is, as you not, what the game is about. I'm arguing that a Cloak paired with a high AC character played remotely smartly can cause serious problems. And that smart player is going to anticipate your general solution set and offset his exposure. Not by chance, clerics are best positions to do this with a range of easy to achieve defenses against things like elemental damage (most save spells) or utility magic that obviates lockdowns.But it's not broken to any degree that many other means of magic are broken. In a game I played over the weekend we had to fight some invisible assassins and none of us had reliable methods of detecting them. They did a lot of damage but we adapted, improvised and overcame. It's what the game is about. Of course YMMV.
Just to add to that, in a typical game with several players, a single one of them being unhittable is not that big a deal. It makes opponents focus fire on the other players. Especially if it visually obvious like a blur effect and heavy armor.
Again, in game solutions to meta-problems is the least successful method. Sure, it could work for you, but your game would likely be better if you addressed the underlying source of the problem rather than generating these other issues with your solutions.
....
And I'm not saying that you can't or shouldn't do so. I'm saying that the point at which you HAVE to for the majority of encounters to offset a magic item is a point at which you can easily have a broken game. When you're expending that much effort to counter something, the problem is large enough to address out of game instead of continuing to distort your game to accommodate it. An encounter, a series of encounters, or a recurring story element that requires adaptation or non-standard solutions isn't what I'm arguming against. That is, as you not, what the game is about. I'm arguing that a Cloak paired with a high AC character played remotely smartly can cause serious problems. And that smart player is going to anticipate your general solution set and offset his exposure. Not by chance, clerics are best positions to do this with a range of easy to achieve defenses against things like elemental damage (most save spells) or utility magic that obviates lockdowns.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.