Ilbranteloth
Explorer
How much damage does a blow from Achilles's spear do? Let's say 8 for a max damage roll, +5 for STR, +3 for sundry other bonuses, = 16. How much more dangerous should an ancient dragon's claw be than Achilles's spear?
Different people will have different view on this. My feeling is that 17 seems not too far off the mark. It makes senseto me that it hurts less than having a giant's rock land on top of you! (30-ish damage.)
As far as dragons are concerned, I envisage the risk of sudden death to a hero coming from the breath weapon rather than the claw attack.
Perhaps Achilles's spear is too low as well? I kind of agree with the breath weapon, but based on the size of dragons (I continue to use 2e as a reference, which made dragons very, very large), if a gargantuan creature is big enough to hold you in its hand the same way you might hold a hamster, then it has the potential to do some serious damage. This isn't something I've changed yet, but it's something we're considering.
I don't really follow this.
In 4e, a raging dragon being able to inflict fire damage out to 25' (5 sq) is an existing ability. JRRT's dragons have a similar capability, I think - the heat of their bodies drives away their enemies, and the fumes that they breathe are poisonous in a way that is better modelled by some sort of aura than by D&D's breath weapon mechanic.
A 4e raging dragon ability to inflict aura damage was a new ability for those of us that have been using Red Dragons since the late '70s. While JRRT's dragons are certainly an influence, they aren't the only one. I'm really not even that much of a fan of the metallic/chromatic dragon approach, at least not in the way they are illustrated. But that's a different issue and doesn't change the abilities of the creature itself.
As far as "new abilities that appear only when bloodied" - I'm not sure what you're referring to. In 4e, dragons that are bloodied recharge and use their breath, just as described in the Youtube video. This is not a new ability; it's a type of action economy/pacing thing.
Again, I'm not sure that I follow.
It's a comment on how the game design often dictates the need for additional abilities. This isn't new, it's just when you change the design of the game (and 4e changed it significantly), you often have to create things to fit that design.
For example, in 5e a new fighter archetype grants you abilities at 3rd, 7th, 10th, 15th and 18th level. If there was a new archetype that you wanted because you had one ability that you thought really defined a different type of fighter, you have to come up with four additional abilities to flesh out the archetype design. An alternative might be to create a feat, but creating a feat that's available only to fighters of a particular level isn't entirely within the current approach.
In 4e (although I'm probably misremembering here) there seemed to be a lot of abilities tied to bloodied, which was sort of the purpose of the condition (I don't recall any sort of global effect, nor disadvantage given when bloodied). Like the one time instant recharge and reaction use of the dragon's breath weapon, they tended to be beneficial to the creature that was bloodied. I also seem to recall that as time went on, more creatures received bloodied abilities.
We have the potential of combat fatigue when you are reduced to less than 50% of max hit points, and the chance continues until you are healed. No matter how many levels you eventually suffer in the combat, it's restored during a short rest (about 10 minutes in my campaign). This ties directly into our description of hit points as a small amount of physical health, combined with skill, luck, and stamina. It also points in the general direction of morale and the probability that intelligent creatures are more likely to try to retreat, escape, or surrender when they are on the losing end of a battle.
I'm not saying our rules are "better" or "right," they simply exist to support the kind of story we like.
I remember reading the Deathlock Wight entry, and being really struck and impressed by the design of it Horrific Visage:
Fear, psychic * Recharge 4 5 6
Attack: Close blast 5 (creatures in the blast); +7 vs. Will
Hit: 1d6 + 6 psychic damage, and the wight pushes the target up to 3 squares.
The idea that the wight could make its enemies recoil in horror captured my imagination; the use of the blast AoE to model a gaze (ie only one side of the wight is affected, namely, the side it is looking at) struck me as a clever use of the base design elements).
When the PCs in my game encountered a deathlock wight in my game, there were pits in the room and one PC nearly fell down. But for some reason (I think because the passage leading down to the wight's mausoleum was sloping) the players had decided that the characters would rope themselves together; and that paid off, as the dwarf made a successful STR check to stop the other character (maybe the elven ranger) falling down the pit.
For me, that was a good moment in play. The deathlock wight's horrific visage was experienced in play, insofar as at least one adventurer recoiled in terror; and the roping together paid off. I don't understand how descriptive text is a substitute for this: I can describe away as much as I want how horrific the wight is, but no player I've ever played with is going to free narrate his/her PC recoiling in horror so as to full down a pit.
That sounds very cool. I'd probably add a chance that the affected characters might drop what they are holding as well.
I'm not complaining about any particular ability, and that paid off well in your campaign. I prefer something like pushes up to 15 feet, or even 12 feet, I'm not married to a 5' square since I don't use battle mats even when using minis. But that's a presentation thing that doesn't really change the ability itself.
Again, my concern is that the added abilities change the nature of the creature itself, from one edition to the next. It's irrelevant if you started playing D&D in 4e, because your campaign has no connection to the earlier editions. On the other hand, if you're like Matt Colville, 5e eliminates a lot of things he likes about 4e.
4e uses a whole other framework for non-combat resolution, namely, skill challenges. There's plenty of discussion to be had about how to frame skill challenges; and how to integrate them with combat (which is one of the bigger technical challenges of GMing 4e).
But the monster stat block is not intended to carry this non-combat resolution.
For instance, when I adapted the Robin Laws HeroWars adventure Demon of the Red Grove to 4e, I had to decide how to handle the trapped demon's terror inducing screams in 4e:
None of that required anything in the stat block of the glabrezu, because it is managed via the framing of checks and consequences in a skill challenge. The monster stat block isn't the place where this non-combat stuff is handled in the 4e system.
Skill challenges were notoriously problematic, and they redesigned the mechanic several times if I recall. To me it was designing a complex game system where none is needed. Not everything needs to be mechanized, and while a skill system in an RPG naturally leads to people thinking a dice roll is required and preferred, we've found we prefer the opposite, which is fewer die rolls.
In most cases the course of the game is handled by the conversation at the table, with skills resolved with a combination of passive skills and take 20. There are times where we have active skill checks, but they tend to be contested checks, or a method to determine something like how much time it takes to succeed, or only when the challenge would be considered at least hard. And the categories of hard, very hard, and nearly impossible are different in our campaign, based on your skill, not an arbitrary DC. Something with about a 50% chance of failure is hard.