Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Surprise underrated abilities
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FormerlyHemlock" data-source="post: 6678338" data-attributes="member: 6787650"><p>All of my observations below relate to bounded accuracy:</p><p></p><p>This one is obvious now, but when I was first reading through the PHB I thought the various Conjure Minor Elementals/Animals/Woodland Creatures spells looked like trash. "8 CR 1/4 creatures? Pshaw, who'd want that." But then when you actually look at the CR 1/4 creatures, the spells are all actually pretty OP. I blame the spell less than the wonky CR system, but in any case the deadliness of CR 1/4 creatures is probably the biggest surprise of 5E. Don't get me started on wolves, cobras, and smoke mephits.</p><p></p><p>I've been a little surprised how effective poisoned weapons are. When my players first looted the poison off a dead drow patrol, I didn't fully appreciate how many monsters have poorish Con saves, and in practice a DC 13 Con target (applicable multiple times per round) is really good. Other poisons, like Purple Worm venom, are enormously effective compared to magic items.</p><p></p><p>Maybe I shouldn't have been, but I was surprised by how effective Pass Without Trace is in 5E. The combination of disadvantage on perception checks (in darkness of course) and +10 on Stealth makes even a clanking, heavily-armored Dex 11 Paladin actually pretty good at sneaking up on people, and therefore at getting surprise.</p><p></p><p>I've also been a little bit surprised how often Athletics is useful. It doesn't look that good on paper since it doesn't apply any directly-helpful effects, but it turns out to be top-notch at exploiting environmental conditions such as a vampire's vulnerability to sunlight, or a wizard's Web/Wall of Fire spells. Frequently Grapple or a Push is actually a better option than an attack--maybe not often enough to build a character around it, but often enough that I'm glad to have a Str-based melee paladin in the party. For this reason, Dex is less of a god-stat than it looks like on paper.</p><p></p><p>I've also been pleasantly surprised by how tanky Paladins are in this edition, especially with a splash of Sorcerer. The combination of heavy armor, Defense style, Shield of Faith, and Shield (when your hands are free) together with Bonus Action spells like Sanctuary and Quickened Mirror Image is top-notch for standing off hordes of enemies. I initially thought the party was pretty good with just a necromancer, bardlock, and shadow monk, but adding a paladin has been way more transformative than I expected even though he doesn't factor prominently in every fight. See also comments above about Grapple/Push.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6678338, member: 6787650"] All of my observations below relate to bounded accuracy: This one is obvious now, but when I was first reading through the PHB I thought the various Conjure Minor Elementals/Animals/Woodland Creatures spells looked like trash. "8 CR 1/4 creatures? Pshaw, who'd want that." But then when you actually look at the CR 1/4 creatures, the spells are all actually pretty OP. I blame the spell less than the wonky CR system, but in any case the deadliness of CR 1/4 creatures is probably the biggest surprise of 5E. Don't get me started on wolves, cobras, and smoke mephits. I've been a little surprised how effective poisoned weapons are. When my players first looted the poison off a dead drow patrol, I didn't fully appreciate how many monsters have poorish Con saves, and in practice a DC 13 Con target (applicable multiple times per round) is really good. Other poisons, like Purple Worm venom, are enormously effective compared to magic items. Maybe I shouldn't have been, but I was surprised by how effective Pass Without Trace is in 5E. The combination of disadvantage on perception checks (in darkness of course) and +10 on Stealth makes even a clanking, heavily-armored Dex 11 Paladin actually pretty good at sneaking up on people, and therefore at getting surprise. I've also been a little bit surprised how often Athletics is useful. It doesn't look that good on paper since it doesn't apply any directly-helpful effects, but it turns out to be top-notch at exploiting environmental conditions such as a vampire's vulnerability to sunlight, or a wizard's Web/Wall of Fire spells. Frequently Grapple or a Push is actually a better option than an attack--maybe not often enough to build a character around it, but often enough that I'm glad to have a Str-based melee paladin in the party. For this reason, Dex is less of a god-stat than it looks like on paper. I've also been pleasantly surprised by how tanky Paladins are in this edition, especially with a splash of Sorcerer. The combination of heavy armor, Defense style, Shield of Faith, and Shield (when your hands are free) together with Bonus Action spells like Sanctuary and Quickened Mirror Image is top-notch for standing off hordes of enemies. I initially thought the party was pretty good with just a necromancer, bardlock, and shadow monk, but adding a paladin has been way more transformative than I expected even though he doesn't factor prominently in every fight. See also comments above about Grapple/Push. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Surprise underrated abilities
Top