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<blockquote data-quote="CapnZapp" data-source="post: 6957739" data-attributes="member: 12731"><p><em>part of my series on how D&D 5.1 Edition might look like. </em></p><p><em></em></p><p><em>this is <strong>not</strong> meant as a homebrew or houserule thread</em></p><p></p><p>In a recent thread I've explored how 5E crosses an invisible line making ranged parties have too few compromises to really uphold the fantasy genre it supposedly is steeped in.</p><p></p><p>One issue that came up regarding having monsters close in to melee, is having them ambush the party. </p><p></p><p>Where "ambush" in this context means starting the encounter within striking distance of the party. A monster that can move 30 ft and deliver melee attacks when it is its initiative turn, to be precise. </p><p></p><p>It has nothing to do with surprise rounds or assassin abilities or actual ambushes. Just that the monster deliver its attacks without having to waste time closing to melee.</p><p></p><p>Now, the 5E rules for stealth are generously openended, if you want to put a positive spin on it. Put otherwise, they're notoriously ill-defined and impossible to use without heavy interpretation.</p><p></p><p>But I hope we can all agree that a wise character with proficiency will start with a minimum passive perception of 15, which quickly rises to 18 and finally reaches north of 20.</p><p></p><p>Sneaking within striking distance of a party with such a character is almost impossible, even for creatures that are supposedly natural stalkers.</p><p></p><p>This is new with 5E. <strong>Why is that?</strong></p><p></p><p>Let's do what I did with Slow Axes with Dwarfs, and identify the specific rules that make things turn out that way. The idea is that we then know what we can change back if this is a problem for us. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6957739, member: 12731"] [I]part of my series on how D&D 5.1 Edition might look like. this is [B]not[/B] meant as a homebrew or houserule thread[/I] In a recent thread I've explored how 5E crosses an invisible line making ranged parties have too few compromises to really uphold the fantasy genre it supposedly is steeped in. One issue that came up regarding having monsters close in to melee, is having them ambush the party. Where "ambush" in this context means starting the encounter within striking distance of the party. A monster that can move 30 ft and deliver melee attacks when it is its initiative turn, to be precise. It has nothing to do with surprise rounds or assassin abilities or actual ambushes. Just that the monster deliver its attacks without having to waste time closing to melee. Now, the 5E rules for stealth are generously openended, if you want to put a positive spin on it. Put otherwise, they're notoriously ill-defined and impossible to use without heavy interpretation. But I hope we can all agree that a wise character with proficiency will start with a minimum passive perception of 15, which quickly rises to 18 and finally reaches north of 20. Sneaking within striking distance of a party with such a character is almost impossible, even for creatures that are supposedly natural stalkers. This is new with 5E. [B]Why is that?[/B] Let's do what I did with Slow Axes with Dwarfs, and identify the specific rules that make things turn out that way. The idea is that we then know what we can change back if this is a problem for us. :) [/QUOTE]
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