Chaosmancer
Legend
The fact that it is only a dc10 check with 10.5 being average for a d20 is incredibly relevant & shows that making a dc10 check is trivial as you felt was oh so important when you talked at length about Alice's chance to make a dc15 efensive casting check. The point is that it's an easy check.
It is an easier check, yes. But not a trivial check.
And considering that it looks like similar checks in 3.5 could get to the point of an automatic success, then yes, I think it is important to point out.
Level 18, if Alice in 5e has not increased her con or taken warcaster (very possible if she instead focused on getting more cantrips, increasing intelligence and dex, ect) She still has a +2 versus a DC 10 check from taking a single point of damage.
Level 18 in 3.5, even if I assume you only increase to half you allowed skill ranks in concentration and kept the same +2 in con (which would be odd with the sheer number of Ability Score Improvements possible) that same 1 point of damage could be a check as low as 17 or 18 (1st or 2nd level spell) with a mod of +12. If I assume you actually kept most of your skill ranks in the "save the spell skill" then it could easily be a +22.
If you are talking about mages who actually build to defend against it, 3.5 mages had is a lot easier on the Concentration check roll, unless they were being hit "like a truck"
Your confusion over the absorption shield built into 5e indicates a poor understanding of 5e's rules. If you are legitimately confused rather than putting on an act
Right, so you ignore death saves and only care about death from massive damage? My group tends to get worried about a character before they even reach 0 hp, so yes, low hp is still a thing. No "absorption shields" (frankly, I don't even use the death from massive damage rules, too much work at the table. People generally just say "I'm down" and I move on, we don't check and see how far in the negatives they fell)
I was under the impression that you have some experience with 5e, perhaps I was mistaken,
Nope not mistaken, I just call HP, you know, HP not "maxhp-1 plus an absorption shield of maxhp-1 & that absorption shield is fully recovered with even a single point of healing"
In fact, if you had just called it death from massive damage, I'd have known instantly what you were talking about.
The idea of just putting hurdlesonto the battlefield to make up for the fact that wotc screwed the pooch and provided tactical rules that are anything but on dmg251/252 after neglecting to include them in the phb ignores the fact that such things are far less reactive & require significantly more effort on the part of a gm to make up for that dropped ball.
Auras are not a solution to the lack of AoOs or tactical combat.
A damage aura makes attacking something in melee painful & unless very powerful has very little impact on someone looking to walk or dash past the offesive line in football terms. That you would suggest thetrog aura in this situation seems to indicate that you have no idea what it does
That literally has zero effect after one round, gives a very good chance of simply ignoring it the rest of the fight, & is nowhere near being able to provide the sort of threat that goes with AoOs with tactical combat present in older versions.
Then why did you bring up auras if you didn't want to talk about auras?
I'm stumped. You said "You really don't need to be very careful about auras/aoos/etc " So I mentioned auras. If you don't want to talk about them, don't put them in your list.
I do know what trogs do, and what the poisoned condition is.
But, if you don't want to have conversation about auras because they are pointless and people can just walk right through them while avoiding the monster... okay. Have fun with that?
I'm also not sure how difficult terrain is so taxing on the DM to use, seems pretty easy to me. Same with elevation. Seems like it is real easy to understand and implement. Can also do things like walls, barricades ect. All of this can deal with the fact that your melee line likes to charge straight for the back of your enemies and abandon everyone else to the whims of your monsters.
Players in 5e do not need to be careful of provoking AoOs while moving around the battlefield because they changed to A ranged attacks while threatened by melee rather than a wide array of skills abilities and actions & B retreat from an opponent without disengaging rather than move from one threatened square without taking a 5 foot step/shifting to allow the use of your full movement. "Someone could be careful about it" is not the same as "There are mechanical reasons why it is important to be careful about them"
Yes, you don't like AoO's. I get it. I'd also say with the lists you create of all the problems with it, you have 85% of the work done to fix it.
As to this post, I have no idea what you mean by A, and it sounds like in B you are getting hit either way.
And yes, I see as getting hit by an essentially free attack as being a reason to be careful about attacks of opportunity. Did every AoO from 3.5 come with the rider of Sentinel that they stopped your movement? They've always just been an attack right? So I don't get why you seem to think getting attacked is something not to care about.
It doesn't matter if what you did is tactically sound or not in regards to the fact that 5e didn't bother to include tools for the gm to invoke those sort of emotional moments during combat without excessive effort, railroading, and/or homebrew on the GM's part.
Why do you assume that? I've had other moments like this in 5e. I've invoked moments like this in 5e. I only mentioned this one because it involved opportunity attacks and was last night.
On my play by post game we had a harrowing arena fighter where our barbarian and rogue took on a solo battlemaster with a magic sword. That was all RAW and even more engaging. I'm not sure I'd call statting up a battlemaster as "excessive effort" and considering they jumped into the pit, definitely not railroading.
If I stopped and thought about it, I could probably come up with dozens more examples. Just because you think the game does not provide the tools doesn't mean you are right.
when talking about changing how standard action spells worked in 3.5 to work like 1 round action spells worked being a possible change that one could make... the fact that conjure elemental takes minute (TEN rounds) irrelevant because the amount of work needed to apply such a thing as broadly as discussed would require absurd amounts of system rework. The fact that the spell takes one minute to cast was never in question
Then you missed my entire point. So I'll state it again.
You mentioned a massive list of spells that were full round actions. Anti-Life Shield was one.
I was pointing out that she would not cast a spell like that if she was hoping to catch everyone off guard. You know, because it took a full round and would let everyone react to attack her and try and disrupt the spell.
Just like she wouldn't cast Conjure Elemental in 5e, because it takes a minute to cast.
See, when you want to catch everyone off guard, you cast a fast spell. Not a slow spell. Like one that takes a full round, or one that takes a minute.
The focus on AoOs is important because they were part of a collection of rules that worked together as a system to form tactical combat & wotc ignored the role they played within that larger system in the name of simplification in 5e. You can't simply add them back in as a trivial change because that system needs to touch & interacts with too many other parts of the game itself in order to function as a whole
you have repeatedly listed dozens of things that would need to change if you added back in AoO's the way you want them.
It seems to me like you know everything you would need to change. You just don't want to actually do it.
And, I don't believe WoTC ignored anything. They made an entire game. You won't even attempt to alter a pre-made game. I think that can speak to the level of difficulty and number of interactions they had to deal with.
You misunderstand. The original exchange was that casters were "low hp" so.. When it was pointed out that casters had their current hp minus one plus that much again there was faux confusion. A player with one hit point can be hit for their full hp minus one point & be back in business after getting healed for "any" amount of health. That was the reason for showing the section on instant death & incapacitation.
I'm sorry that the term "low hp" as in "they have low hp" somehow was supposed to show that they also have to deal with the death by massive damage rule.
They still have one of the lowest hp totals in the game. And I would hope if I asked a player with whose wizard has 36 hp "how much hp do you have" they wouldn't answer "72 if I get a single point of healing and 37 every time after that"
Because the answer is 36 hp, that is how much they have. Everything else is an interaction with the rules for dying.