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Is 5e "Easy Mode?"
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<blockquote data-quote="Chaosmancer" data-source="post: 7957742" data-attributes="member: 6801228"><p>What sort of price should you have for standing behind someone? Actually, what sort of price should you pay for someone else moving is alsoa good question, because both people benefit from flanking.</p><p></p><p>See, your example misses the point. Because spells have a spell slot limit because each spell is a discrete instance of effects. Spell slots limit how many times you can call upon the effect in question.</p><p></p><p>Flanking describes a state of being, "When you are flanking, which means in these positions, this happens" you can't attach a price to that. You need to put the price in the area where that state of being becomes possible. which is moving and attacks of opportunity and facing.</p><p></p><p>Look, you can keep beating the same dead point, but I can go an pull up the 3.5 rules for flanking and post them here, and I'm sure they are just as simple as the 5e rules are. What you are wanting is not in the flanking rules, because you want a cost to set up flanking and it isn't going to exist in the rules that tell you what happens after you set it up.</p><p></p><p></p><p>I'm not sure entirely what point this is supposed to make. I've got no idea what the current ToH did or didn't do.</p><p></p><p>But, let's take things a step at a time. 1) We already knew traps were in the dungeon, so having us encounter a trap doesn't tell us anything new.</p><p></p><p>Moving on to 2) What was the point of the trap, to show that poison existed on the trap? Or to show that the trap is likely to be deadly?</p><p></p><p>Let us assume it is the second. In that case, we don't need an instant death poison. After all, the point isn't to kill the player right? So, on the 5e example, instead of no damage, how about they take 23 poison damage. On a successful save meaning that the failed save would have been 46.</p><p></p><p>Most players I know would crap their pants at that. Is it recoverable? Yes. But that is fine. The point isn't to give them something unrecoverable, the point is to give them something dangerous. And this is dangerous. Also, perfectly within RAW. I just made it Purple Worm Venom.</p><p></p><p>It also gives them a gauge. They can tell if it is "deadly enough we might survive" or "everyone will die why are we doing this". With the other option... well, one wrong move and you die is pretty extreme.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>This is a point I can agree with. I just find that I do fine with a middle ground between "You are safe" and "you are dead". Because it doesn't build tension to kill people. It builds tension to hurt them.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7957742, member: 6801228"] What sort of price should you have for standing behind someone? Actually, what sort of price should you pay for someone else moving is alsoa good question, because both people benefit from flanking. See, your example misses the point. Because spells have a spell slot limit because each spell is a discrete instance of effects. Spell slots limit how many times you can call upon the effect in question. Flanking describes a state of being, "When you are flanking, which means in these positions, this happens" you can't attach a price to that. You need to put the price in the area where that state of being becomes possible. which is moving and attacks of opportunity and facing. Look, you can keep beating the same dead point, but I can go an pull up the 3.5 rules for flanking and post them here, and I'm sure they are just as simple as the 5e rules are. What you are wanting is not in the flanking rules, because you want a cost to set up flanking and it isn't going to exist in the rules that tell you what happens after you set it up. I'm not sure entirely what point this is supposed to make. I've got no idea what the current ToH did or didn't do. But, let's take things a step at a time. 1) We already knew traps were in the dungeon, so having us encounter a trap doesn't tell us anything new. Moving on to 2) What was the point of the trap, to show that poison existed on the trap? Or to show that the trap is likely to be deadly? Let us assume it is the second. In that case, we don't need an instant death poison. After all, the point isn't to kill the player right? So, on the 5e example, instead of no damage, how about they take 23 poison damage. On a successful save meaning that the failed save would have been 46. Most players I know would crap their pants at that. Is it recoverable? Yes. But that is fine. The point isn't to give them something unrecoverable, the point is to give them something dangerous. And this is dangerous. Also, perfectly within RAW. I just made it Purple Worm Venom. It also gives them a gauge. They can tell if it is "deadly enough we might survive" or "everyone will die why are we doing this". With the other option... well, one wrong move and you die is pretty extreme. This is a point I can agree with. I just find that I do fine with a middle ground between "You are safe" and "you are dead". Because it doesn't build tension to kill people. It builds tension to hurt them. [/QUOTE]
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