Vaalingrade
Legend
And demanding answers to a constant slippery slope achieves this how?I'm not engaging in a fallacy, I'm trying to find the real reason for the changes.
And demanding answers to a constant slippery slope achieves this how?I'm not engaging in a fallacy, I'm trying to find the real reason for the changes.
It's great that it's not a problem for you! Some people find it dull. Tastes vary. 5E right now is a game that lacks a lot of definition and I find putting different ideas onto how movement can work in different ways to be something interesting.
I'd say that the smarter way to do model that would be to have the person take an Animal Handling check to either slip to the left/right (whichever is easier) or spend their Action to stop. In fact, I'd be pretty okay with doing something like "Gallop: If the creature has moved only in a straight line, they may spend a Bonus Action to Dash as long as they continue in that straight line". That would, in fact, be a way better way of modelling something like a horse's speed, where you could maybe slow them down slightly so they don't have massive, unfettered movement but instead have really fast straight line movement if you need it.
Plus creating some guidance and such for mounts and mounted combat feels like it might actually be good given how little is there.
I mean, for certain creatures they are! Not for all, but why not let some creatures have some level of restricted flight, while others have a more open form? Also the benefit to strafing in my rules would be to actually fly through the air fast while attacking, compared to
Two things:
- The point of strafing is not "to avoid getting hit", you strafe because the mechanics of flight dictate that's how you have to attack with certain craft. Getting hit with a strafing run happens and isn't a failure as much as a possibility given how they actually work. I'm not sure how else to explain this.
- The defensive part of it is the speed at which you fly past, which still can work. There's nothing that really stops you from modeling that; you could make it so flying creatures can make fast, slashing dives and get more speed because of it. You can make it more difficult to hit them as they go past if you want (I might say they count as being in Half Cover, so as to not immediately turn to Advantage/Disadvantage). There's plenty to do there if you want to. You just have to, you know, want to.
lmfao, those abilities aren't the same. Felling Strike just works, it doesn't require a test. Further, you can use it on any weapon, while Topple is largely restricted to weapons that aren't going to reach.
That's not to say you couldn't want a test on such a technique in 5E (Hitting is typically easier given armor values are lower, plus you get more attacks with fewer restrictions), but at the least you'd want that technique to work with weapons that could actually reach out and touch a dragon flying past beyond 15 feet in the air.
Well, the dragon would have to put distance between itself and the party. If you start doing things like allowing them more straight-line speed, that's not a hard fix: the dragon can fly in and out of range.
Uh, you really don't need a "new combat engine" for this sort of thing. Making movement more defined in 5E honestly would be an easy way to provide a bunch more definition while not actually changing how most things work. This is more about having better monster design than anything.
It doesn't need to be every monster, it just needs not be "Every monster flies the same way, just with different speeds".
I'm sorry, those are barely powers. Flyby is dull (it's applied whether you're going 60 feet or 5 feet :-\) and poorly applied to make Owls slightly different compared to Hawks.
Hover does have a limited effect, but it doesn't actually change how a creature flies, which it really should.
I'm sorry, but your entire argument comes off as hysterics. Talking about putting rules into flight and fitting flying animals to those rules won't change the entire rules set. And what we'd be changing are things that need to be changed in 5E: monsters. Easily one of the weakest aspects of 5E is monster design, and creating more avenues for differences beyond hit points in monster feel.
To answer this very inane question:
- No, but that's not really modeled in 5E anyways.
- You could model that easily, by allowing one to "Gallop" and the other not to. These are things that are eminently doable if you focus on trying rather than crying. That they haven't done things like make it so that there are "fast animals" that can use a bonus action to dash straight ahead is mind boggling.
People have given you those, but your argument against has been "Where does it end?" and saying we're going to redo the whole combat system.
And demanding answers to a constant slippery slope achieves this how?
Wow, hysterical, inane and crying. You know, usually I enjoy speaking with you, but you just are getting nasty for no reason. Because, that first point, #1... yeah, that's my point. It isn't modeled in 5e.
Not "where does it end". I'm asking WHY does it end. Why only change this thing, and not the others.
And yeah, when you start talking about creatures needing to line up attacks, giving other creatures chances to dodge, and all that... it sounds like you want a different style of combat system. I've seen the proposal before, but taking a full action to wind up an attack is just always a bad idea.
If you want to telegraph attacks, then the better way to approach that is to tell the players at the end of the creature's turn what they are going to do. It has the same effect of giving the party time to react, without wasting a monster's turn just to give the warning.
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I'm just going to hit this part because I don't really feel the need to continually reiterate my points here, but I find value in hitting the more general sentiments:
Because it feels like you are being unnecessarily obtuse in interpreting what I'm trying to say! Why change flight? Well, it's because I don't think it feels interesting or how I want it to be. It doesn't match my view of the fiction or how the fiction is generally portrayed in media. That is less of a problem with other forms of movements. I also feel like there is interesting design space to explore there!
Instead you keep asking "Why not this? Why not this? Why not this?" and it's because currently I'm having a conversation about flight. This whole conversation has been incredibly difficult because I feel like you are hounding me while I'm not hounding you. You seem fundamentally opposed to what I am proposing and that is your right, but I don't understand why you are questioning why I'm talking about this over and over and over and over.
If you are fundamentally opposed to what I'm putting forth, then just leave it at that. I feel I have adequately explained why I was interested in this method/solution. If you want me to look at other things to change, sure, I'd love to! But I am limiting myself to than doing my own 1D&D playtest because, well, this was already a tangent. It's not like the Fighter thread where the debate was about the conceptual nature of the fighter, this was about what I thought would be decent for flight. I felt I gave my answer rather clearly and have been getting more frustrated as I feel my answer is being missed in all this.
That is a distinction without a difference because it's still the same slippery slope. "Why do we end here?" and going on about why don't we end here or here or here feels like it is begging for an answer that is already given: We're ending here because we want to. Our problem was with this, not that or that or that or even that. Could I be convinced to change something else? Sure, but I was keeping to the conversation and not trying to expand it out on a larger tangent than it already was.
That is not a different combat system. It is engaging with new tactics in the same system. Encouraging different tactics doesn't suddenly redoing the whole system, it means trying to find new ways to engage with it, to make new situations while using the same basic foundations. Nothing about how combat is resolved changes at all with what I'm talking about. Putting some new restrictions on movement doesn't fundamentally change the action system, to-hit rolls, initiative spots, etc. Putting new restrictions on movement are meant to provide a new framework within that system.
It's not just telegraphing attacks as much as making it so certain attacks are telegraphed without me having to tell them, as well as giving the players time to actually act on that. Just telling the players what the dragon is going to do really isn't the same in form or function.
Maybe not constant, but frequent enough.It isn't a constant slippery slope?
We will see when a point comes out instead of just hammering on questions involving escalating from the actual proposal. Unless the argument is 'but someone could throw a slippery slope argument at this'.And since I haven't gotten an answer, I'm hoping to still get the point across.
Attacking your arguments is not attacking you. It's called 'debating'. Which is supposed to feature way fewer fallacies like slippery slopes.Of course, now it is starting to devolve into personal attacks against me,
Why could you not do this now?As part of one of my projects, I've been doing some thinking on cinematic and true-to-life movement, and I think there is a lot of amazing stuff that could be added to the game, especially for monsters, monks, and druids. Being able to leap out of the water in a canal, climb a wall by jumping between buildings, and then gliding down on wings to deliver a flying kick would be amazing.
Maybe not constant, but frequent enough.
We will see when a point comes out instead of just hammering on questions involving escalating from the actual proposal. Unless the argument is 'but someone could throw a slippery slope argument at this'.
Attacking your arguments is not attacking you. It's called 'debating'. Which is supposed to feature way fewer fallacies like slippery slopes.
I'm sorry, but your entire argument comes off as hysterics.
These are things that are eminently doable if you focus on trying rather than crying.
To answer this very inane question:
Oh really? Tell me, which of my arguments are these statements attacking?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.