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<blockquote data-quote="Staffan" data-source="post: 8999975" data-attributes="member: 907"><p>Rob Donoghue had a rant on twitter some time ago about how D&D worked well for combat, because while each individual action has some excitement behind it because of a rather swingy d20 roll, each action plays a fairly small part in the overall outcome of the combat. You can be fairly certain that even if I miss <strong>this</strong> particular roll, that's not going to screw the whole fight over (and some of its combat weaknesses are things where a lot <strong>does</strong> hinge on one single roll, like save-or-die abilities). But when dealing with out-of-combat challenges, that swinginess is bad, because it means that trying to persuade the baron to help out comes down to a single Charisma (Persuasion) roll.</p><p></p><p>That's the kind of thing that 4e-style skill challenges are intended to deal with. They were an attempt to transfer over the multi-roll nature of a combat over to an exploration or social challenge. In their original form they were kind of flawed, mainly because of wonky math, but the idea was great. And that's the kind of thing I would want to see in 5e revised.</p><p></p><p></p><p>That's a bit unfair. The Dawn War pantheon has four gods I'd consider "exclusive" to Greyhawk: Pelor, Kord, Tharizdun, and Vecna. There are a bunch of others that I'd consider to be more pan-D&D, because they are the racial gods of various humanoids and other creatures: Bahamut, Moradin, Corellon, Sehanine, Asmodeus, Lolth, Gruumsh, and Tiamat – though the Nentir Vale generally makes changes to these to make them more generically applicable (e.g. Moradin is the god of Family, Community, and Creation, and he's popular among dwarves because those are the kinds of things dwarves value, but you'd also find craftsmen of other races/species praying to Moradin). Heck, there's even a Forgotten Realms god, Bane, who made his way into the pantheon.</p><p></p><p></p><p>Legendary Resistance is <strong>meant</strong> to run out. It's not designed to make powerful creatures immune to crowd control, it's meant to make them resilient to it. I still think 13th Age's solution is better: put hp caps on crowd control spells, as that means you need to rough the targets up first before pressing the iWin button.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8999975, member: 907"] Rob Donoghue had a rant on twitter some time ago about how D&D worked well for combat, because while each individual action has some excitement behind it because of a rather swingy d20 roll, each action plays a fairly small part in the overall outcome of the combat. You can be fairly certain that even if I miss [B]this[/B] particular roll, that's not going to screw the whole fight over (and some of its combat weaknesses are things where a lot [B]does[/B] hinge on one single roll, like save-or-die abilities). But when dealing with out-of-combat challenges, that swinginess is bad, because it means that trying to persuade the baron to help out comes down to a single Charisma (Persuasion) roll. That's the kind of thing that 4e-style skill challenges are intended to deal with. They were an attempt to transfer over the multi-roll nature of a combat over to an exploration or social challenge. In their original form they were kind of flawed, mainly because of wonky math, but the idea was great. And that's the kind of thing I would want to see in 5e revised. That's a bit unfair. The Dawn War pantheon has four gods I'd consider "exclusive" to Greyhawk: Pelor, Kord, Tharizdun, and Vecna. There are a bunch of others that I'd consider to be more pan-D&D, because they are the racial gods of various humanoids and other creatures: Bahamut, Moradin, Corellon, Sehanine, Asmodeus, Lolth, Gruumsh, and Tiamat – though the Nentir Vale generally makes changes to these to make them more generically applicable (e.g. Moradin is the god of Family, Community, and Creation, and he's popular among dwarves because those are the kinds of things dwarves value, but you'd also find craftsmen of other races/species praying to Moradin). Heck, there's even a Forgotten Realms god, Bane, who made his way into the pantheon. Legendary Resistance is [B]meant[/B] to run out. It's not designed to make powerful creatures immune to crowd control, it's meant to make them resilient to it. I still think 13th Age's solution is better: put hp caps on crowd control spells, as that means you need to rough the targets up first before pressing the iWin button. [/QUOTE]
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