James Gasik
We don't talk about Pun-Pun
What about the part where it explicitly says the characters are capable of superheroic feats?That passage talks about spells and magic items. Nothing about non-magical characters.
What about the part where it explicitly says the characters are capable of superheroic feats?That passage talks about spells and magic items. Nothing about non-magical characters.
This word mincing..Yep - fundamental difference: I expect to pretend to be a protagonistic and yet internally-realistic inhabitant of a fantasy setting. Heroism is not necessarily required or desired.
If the book says ...In theory the DM will have taken those justifications into account when laying out the setting. How any of it interacts with any one player's conception of a character, however, is something the designers simply can't anticipate.
it says ‘have superheroic capabilities’, Iron Man has those, so it can very well come down to items and spells, those are the only examples given.What about the part where it explicitly says the characters are capable of superheroic feats?
Supernatural is somewhat in the eye of the beholder though.
Take level's up "size up" ability for fighters, which lets them determine the CR of any creature they can see within 200 feet. Honestly....that's pretty damn fantastical. I can see a little girl and go "hmm that's a CR 19 creature.....wonder if she's shapechanged or something".
I can literally get the Cr of creatures that I have never seen, heck that my world has never seen. It could be a monster of myth and legend, but the fighter can go "CR 15 looks like.... oh wait CR 17 yeah looks like its thats enhanced variety".
Its a cool ability, but it quickly strains the notion of a "mundane ability". At somet point it gets a bit fantastical. Now personally I am ok with fighters dipping their toes into the fantastical and supernatural a bit more, but some might balk at even that much.
That fact that something can be fixed doesn't mean it isn't broken. It means we've identified where it is broken.Or rejigger the rest-and-recovery system to make it less generous.
Then the Fighter should just stop at level 10. There's no point in continuing afterwards.
and Wizards can stop right there too. As I said, the saving grace for D&D is that most campaigns end around that point anyway
Ok, then for you the game can stop advancement at 5th or 10th level or somewhere in between. You have no need or use for the high level stuff, it sounds like. You can just not use it.I am not looking for superhero characters
hard to say, will depend on the specific giant / dragon / demon… and I am perfectly fine with that
One thing that Conan has in common with D&D characters is that he is capable of going toe to toe with and killing supernatural foes which possess strength beyond that of any mortal man. Conan himself is capable of wrestling with gorillas and the equivalent, and winning. He is a human being whose capabilities are heroic (in the Greek sense). Greater than ordinary men.I don't care what Gygax thought.
Maybe conan, but I'm not familiar enough with that literature to know if he has any supernatural powers. I would just say a 20th level mundane, with no supernatural assistance, cannot overcome the limitations of their own biology/nature.
I like using Int saves as well. That's what I do in my Five Torches Deep & B/X mashup. One article I found useful in adjudicating illusions is Dragon #130's Hold Onto Your Illusions! The mechanics in there are designed for 1E AD&D, but the conceptual framework is, I think, still useful for DMs adjudicating them in any edition.I use intelligence saves. At least until the NPC/monster interacts with the illusion. But I admit I have a hard time figuring out how to run illusions, it's not mind control but it's also not creating reality.
Lol..I kinda love this approach..
"Wait..were those guys good or useful or notable for something?...shoot..gonna have to fix that.."
Sure. But D&D has always been, at higher levels, a game about superheroes. "Superhero" was the level title of an 8th level Fighter from 1974-1989. And a 4th level Fighter is a Hero. Not just an ordinary man with a sword.it's more that I just don't want to play a game of super heroes
Paladins are no more physically supernatural than Fighters, except where specified (immunity to disease, for example, at the level where they get that). And it's quite clear from context that most of the same folks who argue that Fighters shouldn't be capable of physical feats beyond those of real world athletes do make the same argument about Paladins and any other human-ish character operating without the aid of a spell or magic item.This is just naked question begging if you're going to preclude answers for irrelevant reasons.
A lot of people - obviously - prefer game worlds where people are people, unless the supernatural intervenes on or through them. If the fighter is billed as "Just a guy who fights well" then he ought to have the sorts of limitations that come along with that.
Notice how no one makes this argument about paladins - because they're not JUST "guys who fight well" - they are to a significant degree supernatural.
I would argue that it's implicit in the retention of the concepts of hit points and saving throws. And in the design of a game in which a 6 foot tall Fighter is intended to be able to face and defeat, in direct physical combat, a 20 foot giant. Or multiple such giants, at higher levels!I have no problem with Gygax's statement. But they dropped any lines to that effect a while ago, and they need to put them back if they're going to add that conceit to nonmagical PCs.
And this is a challenge of D&D trying to be all things to all people. Choosing to have humans in it which ground the fiction and make it feel more relatable, but also having those humans be capable of things no real-world human could do.My point the entire time is they cannot be both - they have to be one or the other. Either they're humans and need to be held to that standard or they're 'human' and they can be or do whatever. But they cannot be both.
This is a statement of opinion, predicated on choosing to adjudicate and interpret the rules in ridiculous ways.Recovery has gotten progressively more ridiculous, for starters.
Well, to be fair, the rules are also written so that non-casters get more special abilities nowadays, so they're not as dependent on gear.Nah.
5e cut down on "Magic Items!" being the excuse for shenanigans and people filled the void with super heroics.
My 3e ranger had the fantasy equivalent of the top WayneCorp/StarkIndustries gear so I could always attribute half his nonsense with his gear.
It's an interesting approach. I don't think you're going to be able to sell the majority of the D&D-playing market on nerfing wizards into the ground.the disparity between Fighter and Wizard, I would address that, but making the Fighter more like the Wizard moves further away from where I want to be.
Give the Fighter more maneuvers, and nerf the Wizard into the ground overall…
This is D&D bud. Those aren't mobsters, they're thieves guilds that have a head thief, lieutenants, thugs, fences...Well, I do tend to run urban campaigns so mobsters do play a big part in my games.
I think one of the biggest Issues with 5e is, that people don't play RAW and then complain, when the game is lacking.This issue has already been solved in several ways.
1. All the spells which require material components worth a certain amount of gp. Some of them have gp costs in the hundreds.
2. Player's Handbook pages 157-159.
3. Dungeon Master's Guide pages 126-131.
4. Dungeon Master's Guide page 257.
5. Dungeon Master's Guide page 268, if your campaign setting can bear it.
6. Dungeon Master's Guide page 119.
7. Xanathar's Guide to Everything pages 123-134.
8. Ghosts of Saltmarsh pages 196.
There is plenty to spend your money on in 5e.
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As for issues that really are systemic and most folks seem to agree upon....yeah, the whole of the encounter-building guidelines. They are somehow both too complex and not precise enough.
I am aware, didn’t really need you to point that out.Ok, then for you the game can stop advancement at 5th or 10th level or somewhere in between. You have no need or use for the high level stuff, it sounds like. You can just not use it.
I am not sure you can sell anything that exceeds minor tweaks to the majority at this point. That doesn’t mean I cannot want it / argue for itIt's an interesting approach. I don't think you're going to be able to sell the majority of the D&D-playing market on nerfing wizards into the ground.
And this is a challenge of D&D trying to be all things to all people. Choosing to have humans in it which ground the fiction and make it feel more relatable, but also having those humans be capable of things no real-world human could do

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