AnotherGuy
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I stand by my non informative statementThanks for being so very informative.![]()
I stand by my non informative statementThanks for being so very informative.![]()
Yeah fully agree. I have quite the appreciation for how the tiered system worked in 4e, how the progressive engine catered for that (including the use of minions) and its why I favour a system where the first few levels of 5e get traded out (when at high level) for passive benefits to accentuate something similar for 5e. That and it also reduces the clutter on the character sheet.Oh man, i am getting nostalgic for 4E. Epic Destinies were surprisingly simple constructs and yet really worked well to sell their narrative and make you feel Epic.
This was great -= thanks for sharing.I think 4e D&D rewards skilful, intelligent players at all tiers of play, in a least two ways: skill and intelligence are needed to achieve the benefits of cooperation and synergies in combat situations; and skill and intelligence (and also imagination) are needed to fully engage with the fiction (via p 42 as the resolution guidelines), both in and out of combat.
Here's an example of the latter, from upper Epic tier:
This is the sort of thing that of course will play differently at different tables, But because 4e has a consistent, coherent framework for establishing costs (action economy, recovery or non-recovery of abilities within a common resource suite, sacrificing permanent items (or item-equivalent effects), etc) and DCs (the DC by level table); and because the fiction of tiers is pretty clear and other parts of the game (like Paragon Paths and Epic Destinies) reinforce that fiction, meaning that appropriate effects are also reasonably identifiable; the game facilitates rather than impedes a particular table reaching a consensus about how something like sealing the Abyss can, mechanically, be done.
One thing I like about them is that they are express ("in your face"). The PC is a demigod, or one of the Raven Queen's chief marshals, or - in the case of the chaos sorcerer PC in my play excerpt - an Emergent Primordial.
An emergent primordial can do more than just hang out at the tavern waiting for quests. They're the sort of being that might seal the Abyss!
The OP wasn't exactly accurate with what mearls wrote. It was more of a well deserved thumping of an ugly hack that replaced something more elegant but more complex in past editions than a barb directed at control spells.How can we say control spells are ruining 5E if we can't figure out what an unruined 5E looks like???
In the sealing of the Abyss, movement by the characters was being measured on the grid, in accordance with the movement rules. But the expansion of the zone by way of the Arcana check and use of the Stretch Spell ability was not being tracked on the grid - this was a layer-wide effect.This was great.
I assume that because grid movement was not a concern at it seems in the above play example you allowed leeway with how much area was covered via the move action?
and magic resistance scaled based on level once upon a time. If you tried to use magic on a creature with SR and your chance scaled 5% per level you were above or below it. There were also creatures like 1st Edition Daemons that Mages feared because thier SR was absolute regardless of your level. The problem with magic is more fundamental than controlling spells. We had an arms race in 1e and 2e where new abilities created way too much damage. Then we decided a mage losing thier spell if they took damage was too much, Then we started capping damage, then we added new spells and new spells and new spells to give everybody something and way too many of them aren't balanced. The current spell lists are the end result of 40 years of patch, redo patch redo and it's bad in a lot of ways. Some spells just shouldn't exist. A lot of them should only be rituals, some of them shouldn't be possible without divine approval or some mythical spell components.. (ressurection, miracle, wish to start a very long list.)Fix was in 4E and pre 3E.
Scaling defenses.
How in the 9 hells of Baator did they miss that one?
I generally like what Mike writes about but sheesh.
Probably cant remove them because tradition but have saves scale faster than DCs.
Make spellcasters debuff to land them or revert to direct damage or buffing instead.
Depends on a few things. Vs hold monster
2E T-Rex. Saves 75% of the time.
5E Trex. Fails 75% of the time.
Approximately.
Tradition? 3E was the odd one out. When they designed 5E.
Okay, that's not exactly what @mearls said. But here's an excerpt from the latest post on his Patreon.
Legendary resistance is a cheap hack, jammed into 5e because we didn't have a better solution to the broken control spells that we had to include in the game for tradition's sake.
How's that for an intro?
As incendiary as the statement might be, it's fundamentally true. D&D changed over the years, but its content remained the same. The spells that give DMs headaches today had counters in AD&D when they were first released. As the game shifted over time, those spells retained their core functionality while monsters lost their defenses against them.
It's an interesting post and worth a complete read.
What's your opinion on control spells and legendary resistance?
I think the central premise as that it's easier to land control spells in 5e AND it gets easier as you level.I read it. I am not sure I agree with the central premise though. I do agree it is easier to land a control spell in 5E, for the reasons he mentions, especially at low level.
On the other hand control spells in 5E are generally weaker and offer save every turn mechanic and concentration mechanic that did not exist in AD&D. In AD&D if a monster failed a save against Hold Monster they were paralyzed for a minimum of 9 rounds. That is it, no save every turn, no breaking the Wizard's concentration to be free. Another bad guy could kill the caster and the paralyzed guy would stay paralyzed until the spell ran its course. Fail a save against Polymorph other and it is permanent until dispeled. To make matters worse there is a chance you flat die from the polymorph process (or the return if it is dispelled) and a chance you lose your personality and identity.
With 5e, though, even a round of inaction can spell quick doom. Two rounds and it's over. 5e has a very different combat balance than AD&D did.I read it. I am not sure I agree with the central premise though. I do agree it is easier to land a control spell in 5E, for the reasons he mentions, especially at low level.
On the other hand control spells in 5E are generally weaker and offer save every turn mechanic and concentration mechanic that did not exist in AD&D. In AD&D if a monster failed a save against Hold Monster they were paralyzed for a minimum of 9 rounds. That is it, no save every turn, no breaking the Wizard's concentration to be free. Another bad guy could kill the caster and the paralyzed guy would stay paralyzed until the spell ran its course. Fail a save against Polymorph other and it is permanent until dispeled. To make matters worse there is a chance you flat die from the polymorph process (or the return if it is dispelled) and a chance you lose your personality and identity.
All true, and that's just how I like it. Those hazards you note re Poly Other were an excellent deterrent to casting it on your allies, and it's the removal of that deterrent that broke Polymorph.In AD&D if a monster failed a save against Hold Monster they were paralyzed for a minimum of 9 rounds. That is it, no save every turn, no breaking the Wizard's concentration to be free. Another bad guy could kill the caster and the paralyzed guy would stay paralyzed until the spell ran its course. Fail a save against Polymorph other and it is permanent until dispeled. To make matters worse there is a chance you flat die from the polymorph process (or the return if it is dispelled) and a chance you lose your personality and identity.