Andor
First Post
I'm not familiar with the source material you're citing. I think M Night (maybe) did a movie (?), but I didn't see it. Regardless, I think I know what you're intending as your salient point; indispensability due to party dynamics means Fighter's role is always legitimized. However, I didn't find that to be the case when GMing late mid/high level play in 2e (even though I think the 2e C&T Fighter was second to only the 4e Fighter in its awesomeness) and definitely not in 3.x (by far the worst iteration of Fighter - a truly terrible, awful class and nerfed horribly with respect to its predecessors). In 1e UA and 4e, yes, the Fighter was a boon and his relevance endured (especially 4e).
Don't see the movie. The animated series is excellent, the movie suffered very, very badly from studio stupidity.
In any event no, what I was saying is that your concerns are legitimate, but that the reasons for playing the "mundane" class are basically narrative and I was pointing to a fictional source where things played out perfectly. I then conceeded that you need an almost ideal table for things to work out that well for the player.
Legolas is an interesting character here. The source of his otherworldly martial ability wasn't supernatural. Further, if Gandalf is only level 6ish, I certainly wouldn't classify him anywhere near Epic tier (level 17 +). However, in the fiction, in all ways his abilities make the 5e Champion look like an absolute chump. You cannot get Legolas out of the task resolution system and bounded accuracy of 5e. Legolas could lay low dozens and dozens of orcs (with bow or blade) and float around the battlefield like a wraith. He could bring all of that big damn hero, crazy athleticism (with pretty much 100 % efficacy) outside of combat for noncombat conflict resolution. The Champion couldn't dream of that kind of stuff. Even at double his level.
Well no. There are no non-supernatural elves in LotR. They are so magic they can't even understand how humans differentiate between magic and mundane tasks like household chores and crafting.
In 5e terms however I'll point out that you can pretty much exactly portray movie Legolas as a Wood Elf Monk.
I've yet to GM more than the early playtests (and I expect I won't ever be GMing it unless some of the modules turns it into a better one-off dungeon crawl than 1e or RC). However, the system seems so familiar to me and I've run so very many AD&D 2e and 3.x games (this system basically looks like AD&D 3e and I'm certain it plays like it), that extrapolation seems trivial.
With respect, that's a trap. The differences between 5e and 3e appear subtle but are profound in their interactions and on table play. For example:
I'm reluctant to buy-in to 5e's multi-pronged approach to balance at mid 2nd tier through Epic. The vast majority of Conctration checks will be in the vicinity of 10. This is trivially worked around via the Warcaster feat, the Resilient Feat, Transmuter's Stone, potions or stuff to give you resistance or having Shield and Mage Armor. A level 10 High Elf Wizard with any combination thereof (or even just 14 Con and Warcaster will be passing typical Concentration checks at a rate approaching mechanical irrelevance).
The significance of the concentration mechanic is not that concentration can be disrupted, although that is not to be sneezed at. It is that you can have only one concentration spell going at a time.
Arcane Eye
Passwall
Wall of Stone*
Greater Invisibility
Major Image
Fly
Suggestion
Levitate
Web
Hold Person
Invisibility
Sleep
Disguise Self
Charm Person
Mage Armor
Shield
Protection from Energy
Dominate Person
Wall of FIre
I have bolded the spells with a duration of concentration. In 3e you could have all of those going at once. In 5e, pick one and only one at a time. If you want to Fly above the melee, you're not doing anything else in bold. If you want to cast web, or charm, or hold person, you have to land and risk melee. That is not a minor nerf.
I agree with this. It's the lack of the ability to circumvent the base, d20+bonus mechanics and hit-point attrition that strikes me about the fighter. So little condition-infliction. No auto-jump or climb. Etc.
The problem isn't with classes or subclasses being mundane. It's with the lack of resources - eg X skill rolls per day are a nat 20, or get advantage, or whatever. Which means the players of those PCs lack the fiat powers that spell-casters have.
As I implied, I think that at a meta-game level they had to have that be true for at least one class. And actually it isn't true for all of any class. It's true for the Fighter (Champion) and the Rogue (Thief and Assassin.) The Battlemaster has little out-of-combat that violates the skill system but in combat has considerable ability to to status infliction and control. And the Thief does have to abide by the skill system, but past 11th level can't roll below a 10 and has expertise essentially making him immune to failure in any skill he cares about. The Fighter (Eldritch Champion) and Rogue (Arcane Trickster) are both casters. The weakest casters, yes, but casters.
And even as a Fighter (Champion) without Multiclassing here's what I need to do to start buying into the ability to use spells to bypass resolution mechanics. Be a High Elf. Be a Forest Gnome. Be a Tiefling. Take either of the feats: Magic Initiate, Ritual Caster.
I keep saying this: If you want magic, it has a lower buy in cost in 5e than in any previous version if D&D. If you don't want magic, why are you complaining about not having magic? The ability to do something to bypass the normal resolution system is pretty much the definition of magic.
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