D&D 5E Range/Move Redux

This again? Eh, OK.

Being slow and having no range attacks is a problem. But rather than rewrite the rules to favor slow and melee only, I would suggest maybe fixing it by either:

a) stop being slow.

or

B) get a decent ranged attack.

I play a 14th level hill dwarf who wears full plate and wields a greatsword. He kicks ass and not many things can keep away from him. Why? Because I made sure he could get to his enemies.

His classes: Fighter (Eldritch Knight) 8/Warlock(Fiend/Chain) 6. He can Misty Step or Fly as needed, he can cast Haste off of a scroll, and in another level he'll be able to Dimension Door himself and one other person. Once he gets in your face he has the Sentinal feat to make it hard to run away.

There's been more than one fight where he's used Misty Step to jump behind the front line and start tearing up the enemy casters. He'd use a greataxe, but he found a Legendary Greatsword, so he uses that instead. :p

He also has Counterspell and Dispel Magic ready to go. Basically his magic is meant to get him past any obstacles and within sword reach of his foe.

Plus, if I don't want to spend the spells, he can Eldritch Blast (his Charisma isn't that great, but it's still 3 ranged attacks.)

And if you don't build your axe dwarf to be a spellcaster...well, this is a team game. It's not only melee and ranged characters.

Hopefully you aren't by yourself and actually have a wizard or sorcerer willing to either lay down Fog Cloud (so you can use it as cover while you close) or cast a crowd control spell on the ranged opponents to give you time to close...or cast Fly or Haste on your, or Dimension Door you up to them.

I've played casters, and sometimes the best use of your magic is getting your melee monster into range. (One time in 3rd edition I cast Dimension Door and moved the three melee fighters within 5' of the big monster on on the first round of combat - so they could all full attack instead of moving and getting a single attack. The poor thing never even got a chance to attack. )
 

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This again? Eh, OK.

Being slow and having no range attacks is a problem. But rather than rewrite the rules to favor slow and melee only, I would suggest maybe fixing it by either:

a) stop being slow.

or

B) get a decent ranged attack.

I play a 14th level hill dwarf who wears full plate and wields a greatsword. He kicks ass and not many things can keep away from him. Why? Because I made sure he could get to his enemies.

His classes: Fighter (Eldritch Knight) 8/Warlock(Fiend/Chain) 6. He can Misty Step or Fly as needed, he can cast Haste off of a scroll, and in another level he'll be able to Dimension Door himself and one other person. Once he gets in your face he has the Sentinal feat to make it hard to run away.

There's been more than one fight where he's used Misty Step to jump behind the front line and start tearing up the enemy casters. He'd use a greataxe, but he found a Legendary Greatsword, so he uses that instead. :p

He also has Counterspell and Dispel Magic ready to go. Basically his magic is meant to get him past any obstacles and within sword reach of his foe.

Plus, if I don't want to spend the spells, he can Eldritch Blast (his Charisma isn't that great, but it's still 3 ranged attacks.)

And if you don't build your axe dwarf to be a spellcaster...well, this is a team game. It's not only melee and ranged characters.

Hopefully you aren't by yourself and actually have a wizard or sorcerer willing to either lay down Fog Cloud (so you can use it as cover while you close) or cast a crowd control spell on the ranged opponents to give you time to close...or cast Fly or Haste on your, or Dimension Door you up to them.

I've played casters, and sometimes the best use of your magic is getting your melee monster into range. (One time in 3rd edition I cast Dimension Door and moved the three melee fighters a total of 5' closer to the big monster on on the first round of combat - so they could all full attack instead of moving and getting a single attack.)

Well that's kind of the problem. There's no way to fix the slow problem... (well maybe take 2 levels of rogue and the mobility feat could help :))

So instead everyone needs a decent ranged attack...
 

This again? Eh, OK.

Being slow and having no range attacks is a problem. But rather than rewrite the rules to favor slow and melee only, I would suggest maybe fixing it by either:

a) stop being slow.

or

B) get a decent ranged attack.
Great. My problem is all my players favoring fast and ranged characters, ignoring slow and melee, and I get this. Gee, thanks.


And please stop trying to make it out to be some kind of outlandish rewrite or wild homebrew. d20 locked down ranged characters by a dozen ways*, so what I'm talking about should be entirely mainstream ideas, and was core and raw and everything else for a full decade.

*) Yes, really. With the "fly-by" shooting that allows archers to stay out of line of sight during enemy turns, we're actually up to a full dozen individual points where 5e archers can get rid of 3e-era limitations on ranged fire! :uhoh::eek::heh:
 

Great. My problem is all my players favoring fast and ranged characters, ignoring slow and melee, and I get this. Gee, thanks.

You are quite welcome. Glad I could help.

You know, you completely ignored the part of my post where I pointed out that I in fact play a hill dwarf fighter in plate armor and a heavy weapon (exactly the type of character you say the rules don't favor), and the steps I took to address the problems you brought up. Since you are ignoring the last half of my post, I'll return the favor. :p

Apparently you are more interested in rewriting the rules to force your players to play the type of character you want them too. I'll just leave you to it. Have fun.
 


You are quite welcome. Glad I could help.

You know, you completely ignored the part of my post where I pointed out that I in fact play a hill dwarf fighter in plate armor and a heavy weapon (exactly the type of character you say the rules don't favor), and the steps I took to address the problems you brought up. Since you are ignoring the last half of my post, I'll return the favor. [emoji14]

Apparently you are more interested in rewriting the rules to force your players to play the type of character you want them too. I'll just leave you to it. Have fun.

To be fair, you play a fighter/wizard multiclassed with warlock. Hill dwarf fighter ignores the fact your as potent a caster as you are a fighter. A 14th level champion hill dwarf fighter has many fewer options than you do, which is kinda the point. If you're arguing that you just need to make your fighter a wizard, too, and that can fix the problem, well....
 

To be fair, you play a fighter/wizard multiclassed with warlock. Hill dwarf fighter ignores the fact your as potent a caster as you are a fighter. A 14th level champion hill dwarf fighter has many fewer options than you do, which is kinda the point. If you're arguing that you just need to make your fighter a wizard, too, and that can fix the problem, well....

Well, you seem to have made it farther through my post than CapnZapp did before you stopped reading, so kudo's for that.

Here's the bit where I already addressed the point you raise:

Caliban said:
And if you don't build your axe dwarf to be a spellcaster...well, this is a team game. It's not only melee and ranged characters.

Hopefully you aren't by yourself and actually have a wizard or sorcerer willing to either lay down Fog Cloud (so you can use it as cover while you close) or cast a crowd control spell on the ranged opponents to give you time to close...or cast Fly or Haste on your, or Dimension Door you up to them.

I've played casters, and sometimes the best use of your magic is getting your melee monster into range. (One time in 3rd edition I cast Dimension Door and moved the three melee fighters within 5' of the big monster on on the first round of combat - so they could all full attack instead of moving and getting a single attack. The poor thing never even got a chance to attack. )
 

There's an Axe Dwarf barbarian-7 IMC. He does very well. The same player has a human barbarian, who refuses to carry a ranged weapon. He occasionally has to resort to picking up rocks and throwing them at flying opponents. But he does ok (recently hit 18th level). :D

I should probably have the bad guys use a unit of mounted archers on them, see how that goes...
 

Great. My problem is all my players favoring fast and ranged characters, ignoring slow and melee, and I get this. Gee, thanks.

...:heh:
1. Since you having troubles with the players. DON'T DM for them because they not fitting your play style.
2. Buy enough Harsbro stock $103.96 to become a player at the board meeting and put yourself in charge of the D&D line.
3. Create your own RPG. Make millions. And Have the pleasure of seeing Caliban throw his man panties at you because you solve all the D&D problems.
 

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