GMforPowergamers
Legend
Why can't my rogue learn sweeping strike?
yes... well I don't know about sweeping strike...but I really want to use manuvers subclass+rogue to make a swashbuckler...
Why can't my rogue learn sweeping strike?
For brevity I've stopped here.The Roles of Characters in D&D are:
- The guy who handles the challenges of adventure and combat with their weapons. For ease of common understanding, let's call it a Fighter.
- The guy who handles the challenges of adventure and combat with magic/sorcery. For ease of common understanding, let's call it a Magic-User.
The alternation of phrases doesn't mark any substantial difference.The contrast is in the design philosophy of the 4e game which is different to the design philosophy of 5e
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In 4e Wizards were Controllers, says so in my 4e PHB. In 5e the same cannot be said.
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In 4e, the designer made that choice for you with the controller-designed powers they made you select from.
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In 4e, Roles define a character's Abilities. In 5e Abilities define a character's Role in the Party.
I'm not talking about the flexibility of the system. There is a 4e fighter who can heal, too - it's called the Warlord.I'm sure somewhere down the line someone will create a subclass of fighter that does indeed heal, which is easy enough to incorporate right now. This reflects 5e's versatility as a system which you've suggested, you doubt.
The former. Because the claim was made upthread that any PC in 5e can adopt any role, and this is a difference from 4e.Goalpost shift much? Do you want to:
(a) Compare a wizard to a fighter with regards to AoE; or
(b) Do you want to reflect on the AoE a fighter has in 5e?
Claims have been made, upthread, that 4e PC buildng, and 4e PCs, are inflexible in a way that is not true for 5e; that 5e PCs can adopt any role depending on the mood of the player and the ingame situation.You want to start discussing powers on a granular level between two different games? Really, is this where you want to take it?
OK, but I'm not sure what light this is shedding on the nature of "defender" characters in 4e, and how superhero strong guys might compare to them.Take a look at the two superheroes who I did cite as being defensive. Superman has no particular ability to really defend; his primary defense is that he's effectively indestructible without one certain material involved. And... that's it. The rest of his powers are focused on offense and combat. Yet he uses that and his offensive powers defensively. Spiderman is the same way; almost nothing defensive, yet he still acts as a defensive character.
I've failed to follow you.You're not understanding it because you're missing the key aspect of it: The character only has that capacity if the DM says they can use the skill that way. What Medicine actually does isn't decided by game mechanics
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The Medicine skill in 5E encompasses whatever the DM says it encompasses.
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The capacity of Medicine to heal wounds or restore injuries is not a mechanical capacity in that there's no actual mechanics that say what a Medicine skill fully encompasses.
I think the game sends conflicting signals here. I think practically every significant fighter or cleric NPC in Keep on the Borderlands has +1 Plate:
* The F3 Bailiff in room 6 of the Keep;
* The evil C3 in room 7b;
* The curate in room 17;
* The F3 Captain of the Guard in room 18;
* The 3rd level elf in room 26;
* The Castellan in room 27;
* And the evil priest in room 59 of the caves.
This implies that magical plate mail is very common, and also that every character who can wear it and is of 3rd level or greater should expect to have some.
I mean, MMOs covers things as varied as Secret World, World of Tanks, and, yes, World of Warcraft. And the idea that they've got things in common other than being MMOs is laughable.
OK, but I'm not sure what light this is shedding on the nature of "defender" characters in 4e, and how superhero strong guys might compare to them.
I've failed to follow you.
First, the Medicine skill does have a defined mechanical function, on p 62 of the Basic PDF:
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
This is elaborated on p 76, which says:
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
As in 4e, these do not exhaust what can be done with the Medicine skill. But they set a minimum for what, according to the rulebooks, the skill can be used to do.
Second, I don't understand why, when I refer to a character who is described/conceived by his/her player as a miracle working healer but who lacks any corresponding mechanical abilities, that you would nominate as an instance a character who does have such abilities, namely, the Medicine skill.
Third, you haven't really explained what you think the link between WIS checks (whether or not buffed by the Medicine proficiency) encompass miracles.
For brevity I've stopped here.
Now, explain something to me. One of the most common 4e criticisms was about the AEDU structure. What you've just talked about here, the fighter can do one time, before taking a short rest anyway. So, why was it such a terrible thing in 4e to have AEDU structure, something that completely broke people's brains, but, 5e can do exactly the same thing without comment.
IOW, why can't my fighter do that twice? And, how come only my fighter can do that? Why can't my rogue learn sweeping strike?