D&D 5E Of Wizards and specific 5e questions and musings

Hi, and welcome :)

I haven't read the other replies, here's mine:

1) 5E is indeed a pretty cool rules system

2) I don't think it lacks options.

3) losing DEX bonus to AC: I think it's good that it was not carried over. Uselessly complex, IMO. Not that it doesn't make sense. Just that it's not that useful. D&D is not a simulation. Where to draw the line? Well, you have your idea - which is good. They have theirs. Hit points, AC itself, no damage reduction from armor, there are elements in the game that comprise way more abstraction that maintaning the DEX bonus to AC under certain circumstances, but we're used to them so we don't realize it.

4) concentration: i agree that they perhaps went a bit too far. I'll take the simplicity though for now, and wonder about the limitations later.

5) item creation: taking it out of the players' hands does not mean that a wizard cannot do it. If it's your DM's first stint as a DM, perhaps the problem lies there. This edition is supposed to be about the DM using the rules as he sees fit.

6) no magic items: that's an adventure (or campaign) design choice. And it's your DM's choice, really, since he decides what you guys play. If your DM doesn't like this in an adventure he buys, he should tweak the adventure. If he doesn't, then it's still his choice to make you play this adventure.

7) healing: there are alternate rules in the DMG for those that want different gaming styles. In my games, I've done away with the full recuperation of hit points during a long rest. PCs only get back 1/2 their HD, as usual, and can spend those in the morning when their rest is complete (one of the options from the DMG).

8) Hoard of the Dragon Queen: i've not played it, but there has been a lot of critisism about it.

Have fun!

Sky
 

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3) losing DEX bonus to AC: I think it's good that it was not carried over. Uselessly complex, IMO. Not that it doesn't make sense. Just that it's not that useful. D&D is not a simulation. Where to draw the line? Well, you have your idea - which is good. They have theirs. Hit points, AC itself, no damage reduction from armor, there are elements in the game that comprise way more abstraction that maintaning the DEX bonus to AC under certain circumstances, but we're used to them so we don't realize it.

It kind of doesn't make any sense even in 3e, when you think a little harder about it.

I mean, the reasoning goes: "OK, so now I'm stunned which means I can't dodge properly. So, no Dex bonus to AC." But... doesn't a character with Dex 10 try to dodge and defend themselves? With Dex 6? If you're really, truly, unable to dodge, you should be treated as having Dex 0, which should be -5 to AC on top of losing your Dex adjustment - that was reserved for being actually helpless in 3e.

So clearly, someone who is stunned, surprised, blinded, or whatever retain some defensive ability. And if they do, why shouldn't a blind person with Dex 20 defend themselves better than a blind person with Dex 6?
 




Another session in the books, and we got to deal with concentration, or the breaking of, for the first time.

While posing as caravan guards for a wagon train heading for Waterdeep we were beset by four big ass spiders and three ettercaps. During the battle Zukamesh cast a levitate on himself in an attempt to get out of harms way, only to find that the ettercaps could spit web at him. One of them did and wrapped him up. Zuk kept rising, but the ettercap hung on and rose with him. The ettercap climbed the web to get to Zuk and bit him pretty heard. Zuk failed his concentration check and down the both of them went. Fortunatly I managed to cast a Hold Person on the ettercap and keep him from further gnawing on poor Zuk, and luckily he failed his save for a couple of rounds; long enough for our paladin and i to make good use of the auto crit feature of attacking a paralized foe, and soon the ettercap was an ex-ettercap.

A few observations: I continue to be impressed with the versatility of the fighter. The superiority dice, OA's with his halberd, and extra actions all add up to quite the tank.

The relative ease with which a rogue can now achieve a sneak attack makes her a pretty formidable opponent. She's not doing fighter damage, but she's certainly holding her own.

As a wizard, I am still able to contibute meaningfully to combat. Even though i didn't do a whole lot of damage (I missed 3 of 6 scorching rays, and rolled pretty terrible damage for the ones that did land), the Hold Person was a pleasant surprise. Like most wizard players, I'm griping about the every turn save chance the holdee gets, but this time, at least, it worked out pretty well. The advantage on attacks and auto crits vs the held target means that if he doesn't make that save pretty quick, he's in for a world of hurt.

I was able to purchase some scrolls in Balders Gate. Our DM has priced them high, but fair, and has made it a pretty slim chance of even finding them, all of which meant that I only tracked down a handful of 1-3 level scrolls, and could only afford four of them. Still, that's four spells I won't have to choose when I level up.

He also allowed more or less unfettered access to healing pots at 50gp each since we were in a city large enough to where it made sense to be able to find them, and because we are without a primary healer and will be on the road in dangerous territory for nearly two months.

Rules question for the day: When a Levitate spell ends, it says that the caster gently drifts back down to earth, but it doesn't say how fast. Zukamesh was 40' in the air when his concentration was broken, and thus ended his levitate. Our DM ruled that he immediately floated back down to the ground, as it says in the spell description. However, what if he'd been a few hundred feet in the air? Any ideas at what rate he would descend? Feather Fall speed, maybe?
 

Hmm, no takers on the Levitate rate of decent question? I'm surprised.

Oh well.

Another session in the books. The good news is that I'm growing steadily fonder of 5e. So much so that I'm going to start running a game tomorrow despite my unfamiliarity with the rules. Fortunately all of the players are at about the same knowledge level or below, so we're all going to figure it out together.

Tonight's game saw us still on the road to Waterdeep, getting in fights along the way. I won't bore you with the details, but I did have a chance to Hold Person a pretty nasty foe and then push him off a cliff to his doom, which was fun. Sleep came in handy too. All in all, I'd say that, here at 4th level, my wizard is holding his own, probably even more so than he would have in 3.x. I'm pretty sure than a high level 3.x wizard is quite a bit more powerful than a 5e wiz, but that's ok as long as it's consistent across the board for everyone. And who knows? Given the context of a wholly different set of mechanics, maybe it'll work out roughly the same. I'll wait and see, providing we make it that far.
 

Rules question for the day: When a Levitate spell ends, it says that the caster gently drifts back down to earth, but it doesn't say how fast. Zukamesh was 40' in the air when his concentration was broken, and thus ended his levitate. Our DM ruled that he immediately floated back down to the ground, as it says in the spell description. However, what if he'd been a few hundred feet in the air? Any ideas at what rate he would descend? Feather Fall speed, maybe?

Hmm, no takers on the Levitate rate of decent question? I'm surprised.

Oh well.

Feather Fall suggests a constant rate of 10'/second, which is actually quite fast (6.8 mph, twice the standard 30' move), but apparently not enough to do any damage, regardless of distance covered (there's no acceleration). IMO, the designers simply do not care about this issue (there's a lot of suspicion behind Feather Fall generally): the DM can rule that "you're still descending" if it was from a great height, but in most cases, you're on the ground for your next turn.
 

As much as I just complained about the endlessness of 3.5, and as much as I don't miss books full of combat mods, it almost seems as if 5e has swung way, way, WAY in the opposite direction. So much so that there's very little room to tinker with your character and customize him. There's a feeling of it being almost TOO simple. Also there's just a hint of the generic about it; as if it's meant to appeal to everyone and be all things to all people. It feels a bit watered down. I do realize that we're just seeing the first books, and undoubtedly more will come with more options. I only hope that WOC will know when to say when.
The lack of building characters is a bit jarring for those coming from 3e, Pathfinder, and 4e. But it's intentional. They wanted the focus to be on playing the game at the table, not between games at your desk/computer. They didn't want levelling up to be a chore or obligation, which it was to many people.
I would have liked a little more flexibility and building in the DMG, for people who wanted that. But I can understand why they held back.

One specific example of this simplicity run amok is the fact that you can't lose your dex bonus to AC. Like, ever, apparently. That makes no sense to me, and it feels like the designers decided that we players just aren't smart enough to handle such a thing.
Things like flat-footed AC, touch AC (and the slightly less used flat-footed touch AC) made some sense but were complicated. There were a lot of factors to consider. Which ones did shields apply to? Did mage armour count? If you had a negative Dex and were flat-footed, would you become harder to hit?

It's a lot of modifiers and changes to represent a really simple concept: being easier to hit. So, in play, it's just as effective to give the attacker advantage. It has the same results in combat and at the table, without having multiple different defences.

I play wizards, and while there are some really interesting things they've done for the class in 5e, they've also neutered it prety severely. The concentration mechanic is heart breaking! i understand why they did it, but did it have to be done for the sake of the game? I don't think so. I've played and DMed high level wizards in earlier editions, and somehow we made it work
Most of the time it "worked" because the PCs were self-regulating and not setting out to break the game. Just because they could cast a dozen buffs on themselves and the party before the combat didn't mean they did. But not every party is so... considerate.... to the DM and balance. So rules need to be made.
If your group isn't going to try and break the game, remove the limit on being able to concentrate on a single spell at a time (or increase the number of spells).

I am also bemoaning the lack of magic item creation. One of the jewels of 3.x was the ability of a PC to craft magic items. Nothing makes a wizard feel like a WIZARD quite like crafting a unique magical item that he has poured gold, time and xp into. Yes, the formula was cumbersome, but, in my experience, it never got out of hand. The restrictions of gold, time and xp were such that most wizards PC's at least at my table) could never make a career out of it, or unbalance the game. I realize that the 5e DMG does mention ways in which a PC can craft an item, but so far the rules are so skeletal as to discourage a PC from even trying, not to mention that the overall attitude of the game seems to do everything in it's power to discourage it.
As you mention, there are some barebones rules in the DMG. The 3e chart was cool, but... flawed. Making a magic item isn't something you can perfectly reduce to a simple formula, as not every skill is equal, not every feat is equal, and not every spell is equal. As everyone who argued a magic item that continually granted true strike should only be 2000gp demonstrated.

Magic item creation is really left in the hands of the DM to encourage or ignore.

Which brings me to the generally low magic flavor of 5e thus far. Our party is now 4th level, and thus far we have not found a single magic item. Not one. I'm not asking for rings of protection and +1 swords, but how about a potion or scroll, just to let us know that they exist! My first order of business upon reaching Balder's Gate was to go hunting for scrolls to add to my spellbook, but nobody can seem to find any rules as to how much a freaking scroll costs! And all the while I am led to believe that I can buy a potion of healing for 50gp.
As has probably been mentioned, the sale price of magic items is in the DMG.
HotDQ has been noted as being sparse on magic items. The adventure was written when work on the core rulebooks (especially the DMG) was still incomplete, so the number of magic items awarded was uncertain. They erred on the side of very few, so DMs could choose to add more or not.

Healing. The idea that you can gain back all of your lost hitpoints with a single 8 hour rest is ridiculous. Why not just give clerics a 1hp cantrip and call it good? I understand they didn't because the party would never need to rest again, but for crying out loud, 8 hours heals EVERYTHING? I have a much easier time believing that a cleric could have a 1hp cantrip than that.
This came out of the playtest. WotC kept adding more and more healing to the game because people really wanted it. The amount of healing in the final game is a direct response to feedback and the consensus of the gaming community. It's ridiculous, but it's what the most people were happy with.
But, there are a couple ways to slow healing in the DMG.

I'd like to meet the group of low level PC's that Horde of the Dragon Queen is designed for. At least twice now we have come extremely close to a TPK. It's not as if we're just blundering in with no tactics at all, and granted, we have no cleric, but still!
Low level characters in 5e are on the squishy and fragile side. It's not just HotDQ. I think the writers of the adventure also really wanted to make things hard and challenging. Old school and such.

During our last session we found ourselves in rowboats trying to get to the shore of a river from a larger boat. We were attacked by underwater lizard man bad guys who tried to capsize us. During the fight one of the lizard dudes came up beside the boat to attack our fighter, who fights with a halbred. Now apparently, under normal conditions, he gets and attack of opportunity on an opponent that enters his range. But this bad guy just appeared from below the surface of the water and was already adjacent to Ulktar. Ulktar's player argued that he should still get the AoO (never mind that he's stnading up in a rowboat while in full armor swinging a halbred), while the DM wondered if he might not get it because the foe had passed from the 10' threat range to simply appear next to Ulktar. In another context, what if a foe were to teleport or dimension door to a spot adjacent to the halbred wielder. Does he still get the AoO?
You need to be able to see something to make an Opportunity Attack. If Ulktar didn't see the lizardman, no OA. If he saw, he could attack, but would be striking into water, which slows down attacks and distorts the location of objects, so it'd be fair for the DM to impose disadvantage on the attack. It'd also be possible for the lizardman to come from beneath the boat, in which case it would have cover, blocking line of sight and thus not being targetable by the OA.
Oh, and he'd arguably need the weapon drawn and ready. You can't attack with a weapon strapped to your back.
 

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