D&D General Mike Mearls says control spells are ruining 5th Edition

Not HP.

Save bonus. Monsters in 2014 have terrible saving throw bonuses. They get better in 2024 as a stealth fix.
I didn't say to increase HP, I don't think? 😅
We can agree on the 2014 monster saves being super bad. What did they do to 2024 saves to make them better? Did they give most monsters save proficiencies?

In designing 5e14 I get why they'd want monsters to fail saves- it sucks if your hold monster spell fails! Though it seems like it was primarily casters that were putting out saving throw powers originally, and there were almost no items that'd put casting save stats into the 20s, so there were limits to how high a wizard or cleric's DCs could get.
When I switched over to A5E suddenly all martials can get powerful maneuvers and the DC is based on strength or dex, a belt of giant strength can really make saves, especially INT saves, impossible for monsters to make 😅
 

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I didn't say to increase HP, I don't think? 😅
We can agree on the 2014 monster saves being super bad. What did they do to 2024 saves to make them better? Did they give most monsters save proficiencies?

In designing 5e14 I get why they'd want monsters to fail saves- it sucks if your hold monster spell fails! Though it seems like it was primarily casters that were putting out saving throw powers originally, and there were almost no items that'd put casting save stats into the 20s, so there were limits to how high a wizard or cleric's DCs could get.
When I switched over to A5E suddenly all martials can get powerful maneuvers and the DC is based on strength or dex, a belt of giant strength can really make saves, especially INT saves, impossible for monsters to make 😅
Because like 1e, 2e, and 3e, 5e focus too hard on how everything looks at low levels.

Once you're numbers get better because they need is a progression based game and you start doing them often you realize that it's bad to have these strong effects happen so reliably.
 

Really there are 5* kind of bonuses in D&D for the d20:

  1. Ability score modifier A
  2. Level base bonus L
  3. Class based bonus C
  4. Magic item based bonus M
  5. Situational and circumstantial bonuses S
What 5e did was

  1. Replaced 5 with advantage and disadvantage.
  2. Made 4 optional and a complete layer the entire system.
  3. 3 is usually static at either a +2 for most people and stacked on your level bonus.
  4. Equalized 1 & 2 somewhat:
    1. your bonus from ability score goes -1 to +5
    2. you bonus from level (proficiency) goes +2 to +6. Which is +0 to +4 with the initial +2 class bonus removed.
  5. Attack rolls are a d20 plus a sum of those three bonuses versus some value between 10 and 20.
    • d20+ A+C+ L vs 10-20
  6. Saving throws was usually a challenge between a d20 Plus your ability score modifier versus 8 + all three of those bonuses.
    • 2014: d20 + A vs 8+ A+C+ L
    • 2024: d20 + A +C +L vs 8+ A+C+ L
  7. In skill checks were a challenge between whatever the three modifiers you had.
  8. So for attack rolls the attacker had a very good chance of hitting the DC and as they leveled their ability to hit the DC increased slightly.
  9. For saving throws the attack I had a very reliable chance of success in 2014 and a social chance of success in 2024 which increase greatly with level because more likely than not only the attacker can put their level bonuses on the check.
  10. The main difference is between attacks and spells word that spells more limited in use but their effects were a lot more impactful and offered something in return for failure.
Because spellcasters were often the only ones that are guaranteed to add their level bonus and often were the only ones who had a good ability bonus to the d20 test, it's severely warped the game.

Perhaps the key is to either:

1) Remove the level bonus from spell DC. Straight up 10 + Ability Modifier. Or just Ability Score.

2) Lower the impact of ability modifier. Cap it at +2 and require feats or magic items M to raise spell DC.

Thoughts?

*There's also a race/species bonus but it really doesn't matter and fold into the others because race and species bonuses to the d20 doesn't scale and usually are minor.
 

I did say 4E phb.

<snip>

Main point is a level 29 power is closer in effect to a 5th level spell in 5E.
The post that I replied to just said "Have a look at the lvl 29 powers in 4E. Compare to synaptic static in 5E.".

And Synaptic Static is itself from a supplement rather than the PhB.

But in any event, here's a 29th level spell from the 4e PHB:

Hurl through Hell

Daily * Arcane, Fear, Fire, Implement, Teleportation

Standard Action, Ranged 10

Target: One creature

Attack: Constitution vs. Will

Hit: 7d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned.

Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times.

Miss: Half damage, and the target does not disappear.​

(It was later errata-ed, to "Hit: 4d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same space it left, or the nearest unoccupied space, and is prone and stunned (save ends).)

As an attack spell, that's pretty different from Synaptic Static. (Even the errata-ed version.)

Here's the 25th level Maze spell:

Daily * Arcane, Enchantment, Implement, Psychic

Standard Action, Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 3d12 + Intelligence modifier psychic damage.

Effect: The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check.​

(I've used the errata-ed version, because it's clearer in its rules terminology. In its play, it's the same as the original version.)

Its main difference from the 8th level 5e spell is the cumulative bonus to the check. But that is just one example of why 4e tends not to have the problem being discussed in this thread. (A 25th level wizard probably has a Will of around 40. A Pit Fiend, Monster Vault version, is level 26 with a +19 Int bonus. With the bonus it will get out, but doesn't have an even chance until its 3rd try.)

So anyway, I think these examples refute your claim about comparative power levels. And that's before I get to fighter abilities like, say, the 27th level Cruel Reaper, an encounter power (from the PHB) that lets the fighter make two close burst attacks, with a 10' shift in between them. That's stronger than a 20th level 5e fighter's 4 attacks.

They inflated the power level in 4E splats.
Again, that's not my experience.

Go look at a 20th level 4E power them. Technically youre level 20 sure. But you're not really its all perception.

4E phb lvl 19
Acid Wave
5d6+10 ongoing

Cloudkill
1d10+intelligence recurring

Disintegrate
5d10+intelligence mod plus ongoing damage.

Evards
2d10 intelligence mod plus immobilized

This is barely 3rd level spells in 5E. At level 19. I rest my case. Youre basically level 6 with level 19 hit points.
Here is Acid Wave:

Daily * Acid, Arcane, Implement

Standard Action, Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).

Miss: Half damage, and ongoing 5 acid damage (save ends).​

The expected damage, at 19th level, is 17.5 (dice) + 6 or so (INT) + 10 (ongoing) = 33.5, or about 10d6. And it is a close attack, so it doesn't generate opportunity attacks. I don't think it's the best option for a 19th level wizard, but it's stronger than a 5e D&D 3rd level AoE.

Here is Cloudkill:
Daily * Arcane, Implement, Poison, Zone

Standard Action, Area burst 5 within 20 squares

Target: Each creature in burst

Hit: 1d10 + Intelligence modifier poison damage.

Effect: The burst creates a zone of poisonous vapors that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone 3 squares.

Sustain Minor: The zone persists.​

Whether it hits or misses doesn't really matter - it is the auto damage that is meaningful, about 12 hp on each target in a square 55 feet on a side. This kills all minions in the area. And over (say) 3 rounds is a significant amount of damage on any target caught in the vapours - which can be moved. The main weakness is that it is poison damage.

I don't know what 3rd level spell in 5e you are comparing this to. Compared to 5e Cloudkill it has a bigger area, and does similar damage to what that spell does on a save (half of 5d8 = 11.25), and its movement can be controlled. And the existence of minions in 4e D&D increases the utility of auto-damage.

Here is Evard's Black Tentacles (the errata-ed version, which reduces the AoE from burst 4 to burst 3, but clarifies the way the effect works):

Daily * Arcane, Implement, Necrotic, Nethermancy, Zone

Standard Action Area burst 3 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).

Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Whenever a creature enters the zone, you can use an opportunity action to make the attack against that creature.

Sustain Minor: The zone persists until the end of your next turn, and each creature within the zone takes 10 necrotic damage.​

The damage - an average of 17 or so - is modest, and necrotic is not a very good damage type. But immobilisation in that area is strong, and the creation of a zone of opportunity attacks that immobilise is really quite strong.

5e D&D has various area denial/restraint spells: Spike Growth, Evard's Black Tentacles, and even Slow can be considered through this lens. I'm not sure about their level rankings - Spike Growth is 2nd and Evard's 4th, but the former has a better range and AoE, and seems like it might be more useful in many circumstances. I think this is an area where 4e D&D just has a clearer sense of balance in the way it allocates effects to power levels.

We quit at level 7 due to boredom.
Have you played high level 4e D&D? I have. The idea that a 19th level 4e character and an AD&D character of (say) 7th level are on a par - in the sense that they occupy the same sort of place in the fiction, and engage in the same sorts of adventures - is completely at odds with my experience.
 
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On the tangent of 5es hp inflation trying to make up for monsters they are not adequately stated for appropriate defense, I think we've seen better solutions in the past. As clunky and lolbroke as the system itself can be, I think that the HP/MDC divide I. Rifts is a far more elegant solution than the mudflation style bags of hp clad in tissue paper.

In a nutshell 100HP=1MDC but questions like "does this x HP attack Damage that MDC creature/object at sll" are almost entirely left to the gm because the answer is "generally of course not". Both sides of the gm screen are still using reasonable numbers and trivial dice counts, just at some point∆ they go from marking and saying "HP" to "MDC". Running into an mdc creature without MDC weapons pretty much amounts to an immediate,"omg we need to run" they should be present when there is a tier (or more) separating PC's from an opponent, I'm tired of pretending zergwaves of low cr monsters vrs high level parties is fun or nuanced enough to justify designing the whole system around it

∆of course rifts kinda went wrong by making that point somewhere early in character creation
 

The post that I replied to just said "Have a look at the lvl 29 powers in 4E. Compare to synaptic static in 5E.".

And Synaptic Static is itself from a supplement rather than the PhB.

But in any event, here's a 29th level spell from the 4e PHB:

Hurl through Hell

Daily * Arcane, Fear, Fire, Implement, Teleportation

Standard Action, Ranged 10

Target: One creature

Attack: Constitution vs. Will

Hit: 7d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned.

Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times.

Miss: Half damage, and the target does not disappear.​

(It was later errata-ed, to "Hit: 4d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same space it left, or the nearest unoccupied space, and is prone and stunned (save ends).)

As an attack spell, that's pretty different from Synaptic Static. (Even the errata-ed version.)

Here's the 25th level Maze spell:

Daily * Arcane, Enchantment, Implement, Psychic

Standard Action, Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 3d12 + Intelligence modifier psychic damage.

Effect: The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check.​

(I've used the errata-ed version, because it's clearer in its rules terminology. In its play, it's the same as the original version.)

Its main difference from the 8th level 5e spell is the cumulative bonus to the check. But that is just one example of why 4e tends not to have the problem being discussed in this thread. (A 25th level wizard probably has a Will of around 40. A Pit Fiend, Monster Vault version, is level 26 with a +19 Int bonus. With the bonus it will get out, but doesn't have an even chance until its 3rd try.)

So anyway, I think these examples refute your claim about comparative power levels. And that's before I get to fighter abilities like, say, the 27th level Cruel Reaper, an encounter power (from the PHB) that lets the fighter make two close burst attacks, with a 10' shift in between them. That's stronger than a 20th level 5e fighter's 4 attacks.

Again, that's not my experience.

Here is Acid Wave:

Daily * Acid, Arcane, Implement

Standard Action, Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).

Miss: Half damage, and ongoing 5 acid damage (save ends).​

The expected damage, at 19th level, is 17.5 (dice) + 6 or so (INT) + 10 (ongoing) = 33.5, or about 10d6. And it is a close attack, so it doesn't generate opportunity attacks. I don't think it's the best option for a 19th level wizard, but it's stronger than a 5e D&D 3rd level AoE.

Here is Cloudkill:
Daily * Arcane, Implement, Poison, Zone

Standard Action, Area burst 5 within 20 squares

Target: Each creature in burst

Hit: 1d10 + Intelligence modifier poison damage.

Effect: The burst creates a zone of poisonous vapors that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone 3 squares.

Sustain Minor: The zone persists.​

Whether it hits or misses doesn't really matter - it is the auto damage that is meaningful, about 12 hp on each target in a square 55 feet on a side. This kills all minions in the area. And over (say) 3 rounds is a significant amount of damage on any target caught in the vapours - which can be moved. The main weakness is that it is poison damage.

I don't know what 3rd level spell in 5e you are comparing this to. Compared to 5e Cloudkill it has a bigger area, and does similar damage to what that spell does on a save (half of 5d8 = 11.25), and its movement can be controlled. And the existence of minions in 4e D&D increases the utility of auto-damage.

Here is Evard's Black Tentacles (the errata-ed version, which reduces the AoE from burst 4 to burst 3, but clarifies the way the effect works):

Daily * Arcane, Implement, Necrotic, Nethermancy, Zone

Standard Action Area burst 3 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).

Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Whenever a creature enters the zone, you can use an opportunity action to make the attack against that creature.

Sustain Minor: The zone persists until the end of your next turn, and each creature within the zone takes 10 necrotic damage.​

The damage - an average of 17 or so - is modest, and necrotic is not a very good damage type. But immobilisation in that area is strong, and the creation of a zone of opportunity attacks that immobilise is really quite strong.

5e D&D has various area denial/restraint spells: Spike Growth, Evard's Black Tentacles, and even Slow can be considered through this lens. I'm not sure about their level rankings - Spike Growth is 2nd and Evard's 4th, but the former has a better range and AoE, and seems like it might be more useful in many circumstances. I think this is an area where 4e D&D just has a clearer sense of balance in the way it allocates effects to power levels.

Have you played high level 4e D&D? I have. The idea that a 19th level 4e character and an AD&D character of (say) 7th level are on a par - in the sense that they occupy the same sort of place in the fiction, and engage in the same sorts of adventures - is completely at odds with my experience.

That wasnt what I was claiming. I said 4E isnt really high level D&D as the power level is so low. The way tgey achieved it threw the baby out with the bath water.

Level 21 your at wills scale and I posted 4Es pathetic level 19 powers which were roughly 3rd level.

Play for 2 years or so to get them....

Throw in 70 pages of errata and rewriting the MM I wouldn't be claiming 4E better at high level. It was just borked in a different way and worse boring. Every single one of those powers is a small amount of damage and a rider effect.

Drag out level 3-10 maybe 11 to level 30, scale monsters to match, add treadmill. That's basically 4E right there in its phb. Red Toyota red Ferrari paint a 19 on it. Totally the same thing.

Bored the entire playerbase to death and essentially died in 2 years with essentials trying to save it.
 
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