D&D 5E New Spellcasting Blocks for Monsters --- Why?!

Potato potahto.

"Accomodated" is a somewhat complicated word. D&D certainly has never actually handled non-combat stuff very well mechanically. By and large, D&D has left it free form. Which has the advantage of, as you say, getting out of the way for those who don't care. Fair enough. My point is, since D&D doesn't actually have much in the way of dealing with non-combat stuff, anything you do, or I do, or Bob does at an individual table is not transferable to another table because the reason it works for you or me or Bob, is indelibly linked to the specifics of that table.

Which is why, as per the argument about rangers currently, saying that the rangers at a table which mostly deals on the free form side of things, doesn't really apply to a stat-block, which is mostly focused on the combat aspect of the game. If your, or my or Bob's table has experiences that cannot be replicated, then there's no way to accurately state whether something brought from your, my or Bob's table will actually work. Whereas, if the table IS focused on combat, because combat aspects are not generally free form, then it can be replicated and the presumptions made very clear.


Well, I did say that this was a compromise didn't I? The stat-block, to me, if I was king of the universe, would strip about 2/3rds of that stat block away. Vecna's statblock, again, if it was made only for me, would have 5, maybe 6 actions total. But, WotC can't do that because people would lose their collective poop if WotC went that far. So, they go half-way and try to compromise. Those that want the out of combat stuff detailed in the stat-block still have some stuff, and those of us who see stat blocks as mostly just a combat element, get a stat block that is significantly easier to use than previously, even if it's not as easy to use as it could be.

People keep talking about how things are changing so much and not respecting people's playstyles. Thing is, this IS respecting people's playstyles. This IS the compromise between the extremes. It only feels like a loss because people don't want to compromise at all and figure that the game should only cater to them.
Strictly speaking, it most definitely is a loss, if you liked things as they were. Whether or not it is fair to be unhappy about it is the question. Your answer seems to be no.

The compromise is moving in a direction toward what some people like and away from what other people like. You can't expect those in group A to just be happy about it. Its actively making the game worse for them.
 

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I have no personal knowledge of 4e, so I can't really agree or disagree with you on if it's true of 4e. I did hear more than once in 4e discussions that DCs were supposed to scale with the group, and we all know that since I heard it on the internet, it must be true!!! :p
normally I would use this as an edition war issue, but instead I do have to agree... this is how I learned the world is BOTH flat and ruled by alien/reptiles that live in the center of said flat earth... so I agree.
 

This might seem off-topic, but I'm wondering if it gets at the root of some of the disagreement:

When you "prepare" spells for the day, is your character aware of the # of slots, levels, etc.? That is, do the game rules map 1:1 to the principles of magic as understood by the characters?

My answer is no. But if one's answer is yes, then that would lead to different conclusions about stat blocks (and many other things).
 

This might seem off-topic, but I'm wondering if it gets at the root of some of the disagreement:

When you "prepare" spells for the day, is your character aware of the # of slots, levels, etc.? That is, do the game rules map 1:1 to the principles of magic as understood by the characters?

My answer is no. But if one's answer is yes, then that would lead to different conclusions about stat blocks (and many other things).
I assume that after 2 or 3 days of finding that you can only use 2 1st level spells each of those days 1st level wizards know the limit... by level 5 he can cast 4 1st 3 2nd and 2 3rd... but things get a bit more complex with 'upcasting' so I assume most casters see it more as mana or strain or something like it, but they still understand more or less that 4/3/2 are what he can do.

this is about resource management and while the character may not understand exact game mechanic words, they HAVE to understand that they have to manage there resources... if not why not try to use shield as if it was a cantrip and then be surprised when it doesn't work the 3rd time at 1st level?
 

I have a house rule (I have a lot with DCs to be honest) that if you are prof in something and the DC would be 10 or less you auto succussed. I even take this to an extreme with AC and Saves... and for skills that means jack of all trades counts as prof in all skills for this...
I probably wouldn’t do this myself, as I prefer using human judgment over a hard rule. Sometimes the DC would be even higher than 10 but the task still seems trivially easy or without meaningful consequence. Sometimes the DC is lower than 10, but the stakes are significant enough that you really do want the possibility of failing on a 1 or a 2 to be there.

a funny real example i use from years ago when I explain to new players: 2 people 1 has str 24 and no training in athletics ( so +7) another has training +3 but only a 13 str (+4) and teh bard with an 8str and (+1 jack of all trades -1 str mod) has a 0... the bard and the +4 character don't need to roll the DC 10 check to climb... but the +7 character rolls and fails on a 1 or 2... and it happened. Running from a dragon they tried to climb a old brick wall (not with handholds but it was old and warped) so I said 'easy DC 10' and the paladin with a belt of G str rolled a 2 and couldn't get up it...
Interesting. Personally, I wouldn’t care for that, because though the +7 character lacks training in Athletics as a skill, they’re still better at climbing than the other two, just due to raw physical strength. I think that’s a possibility worth modeling. Of course, there are times when training should be a requirement to roll, and times where it makes sense for trained characters to succeed automatically where untrained characters don’t. But again, I prefer to leave those cases up to DM judgment rather than make a blanket rule for it.
 

I probably wouldn’t do this myself, as I prefer using human judgment over a hard rule. Sometimes the DC would be even higher than 10 but the task still seems trivially easy or without meaningful consequence. Sometimes the DC is lower than 10, but the stakes are significant enough that you really do want the possibility of failing on a 1 or a 2 to be there.
Where I agree with the first part (sometimes I hand wave a DC 30 with a character that only has a +11 if rule of cool or time saving out of game comes up) I disagree with liking failing on trained things on a 1 or a 2... I am big on "if you trained you can do alot without risk"
Interesting. Personally, I wouldn’t care for that, because though the +7 character lacks training in Athletics as a skill, they’re still better at climbing than the other two, just due to raw physical strength.
but strength is only part of climbing... being a strong non climber I would not suggest you try climbing what a weaker trained one can easily... you may make it but you may not.
I think that’s a possibility worth modeling. Of course, there are times when training should be a requirement to roll,
oh boy do I hate this one... only under very spesfic situations do I lock ability to try under prof (but I have no issue saying background allows someone to make a roll but not someone else)
and times where it makes sense for trained characters to succeed automatically where untrained characters don’t. But again, I prefer to leave those cases up to DM judgment rather than make a blanket rule for it.
I think my blanked (and again I have done it with saves and attacks too) is more just to remind the players how cool it is to be a hero who has chosen to train this one thing... at low level with my house rule there are goblin or kobold wizard throwing DC 9 (-1 cast stat) spell DCs that a trained character with a +3 will auto successed on and feel awesome even if they need a 6 or higher by the rules.
 

Oh boy! Megaquote time...


The key problem: "skill point" systems don't actually end up doing that. As 3e demonstrated pretty handily, it becomes "you must be at least this tall to ride," and it HARSHLY punished anyone who fell behind. Skill points were way more of a "treadmill" than 4e was, they just made it LOOK like it was a viable choice to fall off.


Because it shows general learning. You may not be a professional cook, for example, but in general even without actively pursuing better cooking skills, you pick up knowledge over time. Fantastical PCs should be that much better. Sure, your "clanker" Paladin (as a friend of mine calls them) won't be able to sneak past people like your Rogue colleague can. It's not your wheelhouse. But if you need to sneak past some relatively mundane folks, well, now you get a chance to show that yes, you are in fact better than you were before.

That general, passive learning is a great tool in the toolbox. It gives insight and context for their growth, for their journey as characters.


4e does all of that, except that it allows for small, minor growth outside your core--passive learning. So you can see that you've grown from your adventures, and not just in your ideal preplanned ways.


Eh. 4e did a pretty good job of avoiding this (despite claims to the contrary, mostly by folks who had no idea what they were talking about.)


Because power creep. Dunno if you've ever seen or played a high-level PF1e party, for example, but good Lord almighty it's a nightmare. I've had two DMs burn out trying very enthusiastically to run high-level PF1e. People often talk about high levels not being supported; part of the reason they weren't supported in the past is that, in 3e and PF, those levels are just too damn janky to support. You started seeing that trend even before 3e. I'd even argue that, before 4e, the last time D&D really properly supported high-level play was friggin' BECMI.


Because the increased challenges are different challenges other than the ones you faced before?

Like...how is this difficult? Threats you used to deal with still exist. They're just generally below your notice now, because you have bigger fish to fry. The people who make FFXIV actually did some really cool work with this concept, since narratively it applies just as much to D&D-inspired video games (including MMOs) as it does to tabletop gaming. Specifically, in the previous expansion (Shadowbringers), the relatively one-off "capstone" quests for each class (formally, for each job, as that's the Final Fantasy term) gave insight into events that were going on while you were separated from the world and doing separate but vital stuff. One of the things revealed in some of those quests is that some of your allies, who have the same "can't be mind controlled by big nasty summons" protection you have, have been leading the charge to deal with the aforementioned "big nasty summons" while you're preoccupied. They explicitly refer to it as "putting out the small fires" so you can stay focused on the larger picture, because you've graduated beyond dealing with these threats.

Having such moments, where you can look back and realize how far you've come, is an extremely useful tool. And not just in fiction. I've worked with several students as a tutor in mathematics, some of them over the course of multiple years. I distinctly remember one young woman who was working on a calculus question of some kind, and it was clear from her face and gestures that she was getting frustrated and angry at herself for not being able to do it super quick. So I asked her, in a very rapid-fire kind of way, "What's the sine of pi/3 radians?" She said, without missing a beat but a little confused as to why I was asking: "...Square root of 3 divided by 2?" And I told her, "A year ago, that question was hard. Now you can do it in a flash. That's how far you've come." The look of shock and relief on her face was delightful.

It's genuinely a shame that, in the quest to quash even the tiniest, vaguest hint of "treadmill," we have thrown out such a valuable tool.


Correct. The problem is, what about when you're inventing new things, because you're writing a brand-new adventure for level 15 characters? 4e had a clear answer: there is a set of tables which tell you what ranges values should fall in if you already know that this adventure is written to be an interesting challenge for level 15 characters. But a lot of games that strive for "static DC" design try to have their cake and eat it too, and it results in an arms race between power creep and scope creep.


Yep. Again, despite the claims of "treadmill," 4e actually had an internal concept of a character's arc. It's why, if I ever make a 4e "heartbreaker" (more like "4e with Ezekiel's House Rule Module"), one of the key components would be merging and expanding Themes+Backgrounds into Heroic Origins, so that you'd have a full character arc: Heroic Origin says where you came from and how you got started as an adventurer; Paragon Path shows how you outgrew your humble beginnings and became a renowned exemplar; and Epic Destiny tells how your great deeds left an indelible mark on the world.


Because D&D has been extremely combat-centric for decades, perhaps forever (the old "heist" style focused on more strategic-level combat rather than tactical-level combat). It has also, historically, struggled heavily with non-combat abilities and spells, either making them so weak as to be pointless (e.g. the spell augury is often nigh-useless) or so strong as to trivialize anything you use them on (Rangers are often accused of this in 5e, for example.) There are several systems out there which both place less emphasis on combat alone, and handle non-combat stuff in a more effective and productive way. Of course, familiarity is a powerful thing in TTRPGs, so just because other things might work better does not mean they would necessarily work better for your group, at least not right away.


If we can say this of 3e, then we absolutely should say the same of 4e. 4e wasn't a treadmill, and anyone saying it was a treadmill simply misunderstood how to run it, even though the books were quite clear about these things. (E.g. explicit instructions NOT to use only encounters tailored to the party's level, but a mix of encounters across a fairly broad range of levels, e.g. anywhere between level-4 and level+4, favoring high variety.)


Because, honestly, people want the "read a novel" part to be dispersed uniformly across the text. Even if that's neither easy-to-use nor productive. Or at least that's what I've come to see from this discussion thus far. Well, that and people (even ones who stridently defend "DM empowerment" and "rulings not rules" etc.)


If this is what people have meant by "rulings not rules," they've done an absolutely terrible job of explaining it for literally a decade at this point. This doesn't, in the slightest, look like "rulings not rules" to me. It looks like treating the rules as an extant baseline, and then building new things on top of them. It's not that you're treating the rules as mere suggestions with no validity. Instead, you look to them for grounding, and build upon them with additions where you need such, only overriding or overwriting them when a serious issue comes up. That's a hell of a lot more cautious than any presentation of the "rulings not rules" concept I've been presented with.
If so many people got the wrong idea about 4e, even those who ran it for a reasonable amount of time, how clear could its design ethos have really been?
 

Where I agree with the first part (sometimes I hand wave a DC 30 with a character that only has a +11 if rule of cool or time saving out of game comes up) I disagree with liking failing on trained things on a 1 or a 2... I am big on "if you trained you can do alot without risk"
For me it’s not about rule of cool, it’s about whether or not the task is meaningfully consequential. Is it realistically possible for someone doing this task to fail at it, and would failure have a meaningful impact on gameplay? If the answer to either is no, I don’t call for a roll regardless of what the DC “would be”, and if the answer to both is “yes,” I call for a roll regardless of what the DC would be.
but strength is only part of climbing... being a strong non climber I would not suggest you try climbing what a weaker trained one can easily... you may make it but you may not.
Yeah, good point.
oh boy do I hate this one... only under very spesfic situations do I lock ability to try under prof (but I have no issue saying background allows someone to make a roll but not someone else)
See, I think there are lots of tasks that just don’t have any realistic chance of success without training. Your above point a bout strength not being the only part of climbing actually supports this. Hand a padlock and a set of picks to someone who doesn’t know how to pick locks and it won’t matter how coordinated or nimble their fingers are, there’s still no realistic possibility they’ll be able to open it. Maybe by sheer dumb luck at best, but that’s an unlikely enough case as not to merit a d20 roll in my opinion.
I think my blanked (and again I have done it with saves and attacks too) is more just to remind the players how cool it is to be a hero who has chosen to train this one thing... at low level with my house rule there are goblin or kobold wizard throwing DC 9 (-1 cast stat) spell DCs that a trained character with a +3 will auto successed on and feel awesome even if they need a 6 or higher by the rules.
For me, the purpose of attacks, checks, and saves is not to illustrate how cool the characters are, but to resolve the uncertainty in the outcomes of actions. But if this rule works well for you and your players, more power to you!
 


right... I had a guy (maybe 6ish years ago so forgive vague bits) who ran a game at the LGS that is now closed that used to customized those stats with BOTH giving them magic items (that yes does turn into loot) and different spells... and it was a MAJOR problem. Fireball and SoD examples came from that... a 7thish level game almost TPKed when he dropped a fireball, then misty steped then fire ball and misty step the next round (although 2nd fireball caught only half the party and the melee characters had closed by then... but he then power word kill the cleric. the 4th and final (since this stat block could NOT stand up once the melee got close even with fire shield up) round he disintegrated the wizard/rogue and killed him too. 6 7ish level characters should not have lost 1/3 of the party and brough the others down to low hp just because it started at range and had some spell sswapped out... but I really felt that upped the CR (or at least should have).
Since the NPC wizard is using a 9th level power word kill spell I am guessing this is the CR 12 archmage with some spells swapped out like losing time stop for power word kill and losing lightning bolt for fireball and losing globe of invulnerability for disintegrate.

Without looking it up I don't know the math for a six member party versus an APL+5 encounter but 7th level characters facing a caster with 9th level slots being in the deadly encounter realm does not seem ridiculous on the face of it.

As described the stock archmage could have done the same two times misty step AoE sequence using cones of cold or lightning bolts instead of fireball and just not had the single target spells but possibly a time stop buff sequence ending with another cone of cold. The dice+40 damage from a non-dodged disintegrate is big, as is the no save 100 hp or less death targeted at a 7th level wounded character, but I imagine two more cones of cold (one from the time stop instead of power word kill and one instead of disintegrate) would have been fairly devastating as well.
 

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