D&D 5E Lvl 14 rogue vs. (lvl 14) red dragon

Yeah, requiring magic by default is a problem, but it's not a problem if individual DMs require magic. A model like the one I posted above would enable that.

And what makes this so?

Why is it not: "Yeah, NOT rewuiring magic by default is a problem, but it's not a problem if individual DMs don't require magic."

How is the first any more valid or problematic than the second?

For me, it's the "boiling it down" to the DUngeons & Dragons gooey center.

Is Dungeons & Dragons a fantasy genre roleplaying game? Yes it is.

Does the fantasy genre have magic, magical items and those who can use magic as one of its core elements/tropes? Yes.

Does Dungeons & Dragons have magic as one of its core of its elements/tropes as a fantasy genre roleplaying game? Yes. It does.

Ergo (I really just wanted to have a reason to say "ergo" ;) ), Dungeons & Dragons "requir[ing] magic as default is [not] a problem."
 

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I think the debate is moving to, "There should be some "barrier to entry" to kill a dragon".

Now, I don't think that necessarily has to be a magic weapon. I actually prefer less reliance on magic rather than more. But there is still room to manuever here with other mechanics.

Perhaps dragons could have traditional DR (WOTC is trying to remove DR as a core mechanic it seems, but as an exception for an iconic monster I think it makes sense). That would reduce the rogue's damage as well as prevent the idea of a "mob" of archers taking a dragon out.
 

And what makes this so?

Why is it not: "Yeah, NOT rewuiring magic by default is a problem, but it's not a problem if individual DMs don't require magic."

How is the first any more valid or problematic than the second?

It's mostly a matter of interconnectivity: the more parts of the game a given rule interfaces with, the harder it is to change.

So, lets say that dragons can only be hit by magic weapons.

Then, lets say someone wants to, say, change the average treasure distribution in the game so that only common, consumable items are permissible. Suddenly, they've got a problem with dragons that they didn't necessarily anticipate that they need to resolve.

Or, lets say someone makes magic weapons much MORE common. Suddenly, the dragon they thought was going to be an awesome final battle is just like every other battle, and nothing told them about it.

Or maybe a DM wants to throw 30 dragons at their level 1 party as they're escaping from the prison on Dragon Island. Oh, they have no treasure? Oh, that's a problem? Oh no.

The more self-contained a rule can be, the easier it is to change or modify it. A rule that says "Rule X must be used to handle Rule Y" works against that goal.

For me, it's the "boiling it down" to the DUngeons & Dragons gooey center.

Is Dungeons & Dragons a fantasy genre roleplaying game? Yes it is.

Does the fantasy genre have magic, magical items and those who can use magic as one of its core elements/tropes? Yes.

Does Dungeons & Dragons have magic as one of its core of its elements/tropes as a fantasy genre roleplaying game? Yes. It does.

Ergo (I really just wanted to have a reason to say "ergo" ;) ), Dungeons & Dragons "requir[ing] magic as default is [not] a problem."

It's a problem if you expect that your game will be played by anyone who won't use those assumptions and will want to change them. I think the 5e designers absolutely need to labor under the expectation that any rule they invent will be purged by the players, and to make that easy and smooth to do.
 

...However, since D&D includes magic, at the most basic and core of its game, then it seems the default should not lean toward "Let's build this to play without magic because someone might want to."

Take the magic out at your table and have fun. The game doesn't have to tell you that...and I would go so far as to say, the game should not tell you that. That's a choice of style and/or genre for your play. The game, D&D, hasmagic and should be [and often is] structured to include it.

One huge thing that the designers are attempting to do is keep magic items out of the "you must have this to play the game" category (which they've been in since 3e for sure, and arguably- due to the whole "+1 or better weapon to hit" thing- far longer).

Making some monsters absolutely require magic items be in the party if they want a chance in hell of defeating said monster flies in the face of that (IMHO) very good, very important design goal.
 

If your dragon's scales are as tough as titanium, and my magic sword can cut through, that raises verisimilitude questions as to why I can't now just hew through rock with that sword.

Why not? Who said it can't hew through stone? Unless, I suppose, it is specifically a "Dragonslayer" type of sword and the enchantments only pertain to draconic creatures...but still, why/how is that a verisimilitude problem?

But okay, you have epic magic dragons. I'm an epic fighter. Hand me a rusty hatchet and I'll hack that bastard's leg off.

And how does that make sense to your verisimilitude? Your [the epic fighter's that is :) ] skill and strength is beyond compare and legendary. The rusty hatchet is still a rusty hatchet. The force of your blow thunders through the room, even echoes through the body of the dragon. The rusty hatchet bursts into dust against the dragon's hide.

I roundhouse kick fire elementals

Not without magical (and I daresay flame-retarded) boots.

and eat power words for breakfast.

I suppose your saves at level 14 could be good enough to give this appearance...or at least have the rumor-mill throwing that around. ;)

I ain't lettin' no stinkin' god tell me that I need an enchanted sword to kill his pet lapdragon. If I put my hand on it, you damned well better bet your ass it's ten times more magical than anything Tim the enchanter could whip up.

Why? You're still an epic level fighter. To my knowledge that doesn't translate to you having the power to magically enhance things you touch...unless you picked that up through some kind of magical means in your adventures en route to becoming epic. :D But just because you can attack 10 times per round, always hit, and are +50 (per hit, naturally) to damage? Nah. The rusty hatchet is still a rusty hatchet. You wanna lop off 10 orc heads in one shot with that rusty hatchet? Go for it. Think you can take out a spectre or pierce dragon hide with it? Not so much.

That said, while I am an unmitigated bad-ass across all dimensions of time and space, when I go up against the doomsday dragon hatched from the pit where all gods perish, I expect it will take me more than 3 attacks to kill it.

Ok...so we agree on that...but I doubt a rusty hatchet will suffice regardless of your epicness.
 


Arrogance =/= "easy to sneak up on." The dragon certainly knows the rogue is there. They may choose not to act in their arrogance, but they are not surprised.

Arrogant = doesn't bother to set defences or wards against things that are unlikely to be threats.

Large, heavy, big footprint, belches something very noticeable = Obvious and doesn't have superb senses.

The combination of the two = one of the easiest beasts in the monster manual to sneak up on. They have almost all the disadvantages of ogres combined with their arrogance. The only reason dragons should be harder to sneak up on is that if you throw a rock to distract an ogre the ogre should look in the direction the rock went. The dragon should look in the direction the rock came from. Other than that they breathe noisily, meaning they effectively have bad hearing. They are large and extremely noticeable meaning you can see them before they see you, so you know where to hide. They belch something caustic or dangerous meaning they have a bad sense of smell. They are arrogant meaning they don't directly set traps. Being easy to sneak up on is entirely in line with what a dragon is, and is one of their few weaknesses.

If some burglar with a leather strap and a rock can hit you, you do not have robust defenses.

If some burglar with a leather strap and a jock hits a dragon they do about d6+2 damage. The dragon has over a hundred hit points. Who the hell cares?

But a level 14 rogue isn't "Some burglar with a leather strap and a rock". He's very possibly the best sneak-thief to have ever lived. Level 10 is Master Thief in AD&D. The level 14 thief should be a better burglar than someone who can Planeshift, Greater Teleport, and Turn Invisible (all those being in the reach of a level 14 wizard). Calling a level 14 rogue "Some guy with a leather strap and a rock" isn't like calling Usain Bolt "Some guy who can run a little." It's like calling someone who can outrun Usain Bolt to the same degree Usain Bolt can outrun an average man over 100m "Some guy who can run a little".

If the player can hit you without having to do anything special as a player, that's not exciting or interesting or notable. That's not an impenetrable defense where weaknesses are exposed through clever strategy of experts, it's just an excuse for boring gameplay.

Good job we're talking about a bloody big firebreathing lizard and not a ghost then. Dragons don't have "impenetrable defences". They don't need them. They are just strong, tough, smart, and mean.

There's a few good theories on how to improve them that I think 5e should crib from. I think the idea that not all dragons SHOULD be solos is persuasive, but at the same time, I certainly want MY dragons to be solos.

Agreed. That the rogue on its own could win against the dragon is a little worrying.
 

Did St. George have a magic sword when he slew his dragon? No, he poked it with a lance and then leashed it with a lady's girdle.

Did Hercules need a magic sword to chop heads off a hydra? (Big magic lizard in most mythology is as good as a dragon.) He just used some old sword and a plain torch.

Heck, even Bard from The Hobbit just had a lucky arrow, one he had shot multiple times. It probably was pretty ratty and not in the best condition. He just knew where to shoot it.

Whether it be because an epic warrior can peel the scales away and hit the flesh beneath with his rusty axe, or because in his hand even a rusty axe is empowered to be mighty, I like the image of tough enough warriors not needing magic to fight monsters.
 

Calling a level 14 rogue "Some guy with a leather strap and a rock" isn't like calling Usain Bolt "Some guy who can run a little." It's like calling someone who can outrun Usain Bolt to the same degree Usain Bolt can outrun an average man over 100m "Some guy who can run a little".

Well said.
 

Arrogant = doesn't bother to set defences or wards against things that are unlikely to be threats.

Okay, but that still doesn't mean it's easy to sneak up on.

Large, heavy, big footprint, belches something very noticeable = Obvious and doesn't have superb senses.

The combination of the two = one of the easiest beasts in the monster manual to sneak up on. They have almost all the disadvantages of ogres combined with their arrogance. The only reason dragons should be harder to sneak up on is that if you throw a rock to distract an ogre the ogre should look in the direction the rock went. The dragon should look in the direction the rock came from. Other than that they breathe noisily, meaning they effectively have bad hearing. They are large and extremely noticeable meaning you can see them before they see you, so you know where to hide. They belch something caustic or dangerous meaning they have a bad sense of smell. They are arrogant meaning they don't directly set traps. Being easy to sneak up on is entirely in line with what a dragon is, and is one of their few weaknesses.

Now you're being exclusionary. There's clear and unambiguous precedent for D&D dragons to have keen senses. One could argue that this is one of the salient qualities of D&D dragons for some players. If someone wants to define their D&D dragons as D&D dragons have been long defined, as having keen senses, who are you, and who is 5e, to say they must change their ideas about how dragons work? Why doesn't D&D support the D&D dragons they've been playing D&D with for years already and instead replace them with big boring dire lizards?

And really, what do we gain from such a consideration during play? Oh, I guess the rogue's player gets to do the same exact tactics against the dragon that they do against every other monster in the book. How exciting to do the same thing you've been doing. How dynamic.

Dragons with keen senses are more interesting as "big encounters" in the same way that dragons with impenetrable defenses are more interesting in the same scenario: they force the players to think laterally to overcome the challenge by neutralizing their most obvious strengths. Rogues can't sneak. Fighters can't hit. Mages can't land magic. Clerics can't heal fast enough.

Sure, dragons don't NEED to have them, necessarily. But to say that dragons SHOULDN'T have them as a rule is to fly in the face of good design and previously supported gameplay. Same with the argument that dragons should be "normal" monsters. D&D has plenty of big noisy normal dire lizards that breathe fire characters can fight as normal characters of level X. Dragons, as the vanguards for one of the game's titular threats, probably should not be big fire-breathing lizards.

If some burglar with a leather strap and a jock hits a dragon they do about d6+2 damage. The dragon has over a hundred hit points. Who the hell cares?

But a level 14 rogue isn't "Some burglar with a leather strap and a rock". He's very possibly the best sneak-thief to have ever lived. Level 10 is Master Thief in AD&D. The level 14 thief should be a better burglar than someone who can Planeshift, Greater Teleport, and Turn Invisible (all those being in the reach of a level 14 wizard). Calling a level 14 rogue "Some guy with a leather strap and a rock" isn't like calling Usain Bolt "Some guy who can run a little." It's like calling someone who can outrun Usain Bolt to the same degree Usain Bolt can outrun an average man over 100m "Some guy who can run a little".

This depends entirely on the assumed divergence from the norm of a 14th level rogue in an individual's game. 14th level might be awesome and legendary, but it might also be just-a-cut-above, or slightly-better. Superhero-genre on high-level play is not a desirable outcome for every game.

That said, I'm sympathetic the the idea that a high-level rogue is a mythic badass, but then that 14th level dragon should also be a mythic badass, a villain every bit the equal of that rogue. In fact, to make it an interesting encounter, that dragon should probably be the BETTER of that rogue, so that there is an uphill struggle. Death-by-two-rocks-and-a-hunk-of-metal while flailing mostly ineffectually is not a fight worthy of being called a "dragon-slaying" in my book. It's not a fight worthy of the awesome of that titular threat.

Good job we're talking about a bloody big firebreathing lizard and not a ghost then. Dragons don't have "impenetrable defences". They don't need them. They are just strong, tough, smart, and mean.

The crux of my counter-point here is just to illustrate that your version of what a dragon is isn't necessarily the version that D&D has most famously supported, nor are they the most interesting to play with for a game that is named after them, so to state not just that they should be like this, or that they are like this in your game, but simply that this is what they are, period seems to vastly under-consider the ideas of other people who play the game. This is a game that includes pyrohydras, dragonets, dragonnes, and chimeras. It includes half-dragons and fire lizards. It includes dire lizards and animentals. Dragons should be more than a normal monster, I think.

Not that they can't also be a normal monster, too. Just that saying that they are already this, without caveat, is ignoring vast swaths of D&D history, the nature of the dragon as a brand tool for the game, the diversity of the D&D monster milieu, and what could possibly be a lot more fun than a fight "just like every other monster."

RangerWickett said:
Did St. George have a magic sword when he slew his dragon? No, he poked it with a lance and then leashed it with a lady's girdle.

Did Hercules need a magic sword to chop heads off a hydra? (Big magic lizard in most mythology is as good as a dragon.) He just used some old sword and a plain torch.

Dude, did you honestly just argue that a dude with SAINT as a title, and the CHILD OF A GOD are low-magic paragons of badass normal?

I mean, if you like a mythic game of saints and godlings, more power to you, but lets not imagine that these are creatures who are non-magical. They exist at the very APEX of magical thinking.
 

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