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General Tabletop Discussion
*Dungeons & Dragons
it appears to be very easy to break the game
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<blockquote data-quote="Argyle King" data-source="post: 6244173" data-attributes="member: 58416"><p>The barbarian example I used was one of the worst ones I remember. He focused on Dex, Two-Weapon Fighting, and Finesse Weapons. The basic idea behind his build was to attack a lot of times and stack up bonus damage.</p><p></p><p>One of the other things I've noticed isn't specific to a character, but is how the game appears to work in general. That is that 5th Edition seems like it may have the problem of "rocket tag." By that it seems to me that it's very easy to hit, and most things don't have a lot of HP or ways to defend. As such, it appears that whomever wins initiative often has the opportunity to destroy the other side before the other side gets to do much. The most recent example of that which I remember is an encounter with some zombies during the past session. I believe they had an AC of 8; it was virtually impossible for the PCs to miss. It took the party two rounds to kill them all, but that's only because of how many there were. This particular problem doesn't come up a lot yet, but it comes up enough at levels 1-5 (which are the levels many of the playtests I've done have been at) that I somewhat assume the problem gets worse at higher levels (though admit I could be wrong about since I haven't tried higher levels yet.) It appears that hitting is very easy in D&D 5th, but staying alive isn't, and that makes for a weird feeling at the table because it gives the impression of early 4E with laughable monsters most of the time, but the impression of fragile PCs occasionally... without any middle ground. That seems odd in play. If you're with a group that tries to push toward the former, the game becomes pretty boring very quickly. Though, to be fair, that's not "breaking the game" per se; it's just a personal opinion on the general feel of the game at times.</p><p></p><p>I'll have to double check the packet concerning sneak attack. I had thought as long as on of my allies was threatening the same foe and take actions, I could sneak attack. </p><p></p><p>One of the other characters I noticed was a fighter/barbarian duel-wielding and using the two-weapon fighter style.</p><p></p><p>...now that I think more about it, it seems that most of the broken combos I've noticed revolve around multiple attacks and multiple weapons. </p><p></p><p>I have a few other characters in mind, but without the material in front of me to look at, I don't want to try remembering what options they chose and detail something incorrectly. There is another session coming up this week (Wednesday in fact.) I'll take down a few notes and get more details on how some of the other characters are built.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6244173, member: 58416"] The barbarian example I used was one of the worst ones I remember. He focused on Dex, Two-Weapon Fighting, and Finesse Weapons. The basic idea behind his build was to attack a lot of times and stack up bonus damage. One of the other things I've noticed isn't specific to a character, but is how the game appears to work in general. That is that 5th Edition seems like it may have the problem of "rocket tag." By that it seems to me that it's very easy to hit, and most things don't have a lot of HP or ways to defend. As such, it appears that whomever wins initiative often has the opportunity to destroy the other side before the other side gets to do much. The most recent example of that which I remember is an encounter with some zombies during the past session. I believe they had an AC of 8; it was virtually impossible for the PCs to miss. It took the party two rounds to kill them all, but that's only because of how many there were. This particular problem doesn't come up a lot yet, but it comes up enough at levels 1-5 (which are the levels many of the playtests I've done have been at) that I somewhat assume the problem gets worse at higher levels (though admit I could be wrong about since I haven't tried higher levels yet.) It appears that hitting is very easy in D&D 5th, but staying alive isn't, and that makes for a weird feeling at the table because it gives the impression of early 4E with laughable monsters most of the time, but the impression of fragile PCs occasionally... without any middle ground. That seems odd in play. If you're with a group that tries to push toward the former, the game becomes pretty boring very quickly. Though, to be fair, that's not "breaking the game" per se; it's just a personal opinion on the general feel of the game at times. I'll have to double check the packet concerning sneak attack. I had thought as long as on of my allies was threatening the same foe and take actions, I could sneak attack. One of the other characters I noticed was a fighter/barbarian duel-wielding and using the two-weapon fighter style. ...now that I think more about it, it seems that most of the broken combos I've noticed revolve around multiple attacks and multiple weapons. I have a few other characters in mind, but without the material in front of me to look at, I don't want to try remembering what options they chose and detail something incorrectly. There is another session coming up this week (Wednesday in fact.) I'll take down a few notes and get more details on how some of the other characters are built. [/QUOTE]
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it appears to be very easy to break the game
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