This is correct. I was out of line with that characterization and apologize.One person's laziness is another person's "I don't care for this level of detail". Characterizing preferences as "laziness" is kind of insulting.
This is correct. I was out of line with that characterization and apologize.One person's laziness is another person's "I don't care for this level of detail". Characterizing preferences as "laziness" is kind of insulting.
It my experience it is.
I was responding to the statement that it was a "truism" that fighters were for people that wanted simple play options and wizards were for people that wanted complex play options. That is NOT a truism. It is a stereotype that does not bear out under any real scrutiny. I mean, how many "complex fighter" classes have we had throughout the editions to satisfy people that wanted martial characters with plenty of fiddly options? And the original sorcerer in 3E existed specifically as an option for people that wanted a simpler caster.For you.
Because it leads to problems. Either you have to cram in several fights per long rest, i.e. alway dungeon crawl, or fights become trivial, or the DM has to ramp up the difficulty of fights to near or beyond deadly every time. Each of these has problems of its own.What I don't understand is why it's desirable for them to not use the big guns right away in a fight. I understand holding some power in reserve for, you know, later fights due to the danger of the monster-riddled environment. But why should you not hit a deadly opponent as hard as you can?
Depends on the style of fighter. Some people want dirt simple (champion fighter, no feats) others want more complex.I was responding to the statement that it was a "truism" that fighters were for people that wanted simple play options and wizards were for people that wanted complex play options. That is NOT a truism. It is a stereotype that does not bear out under any real scrutiny. I mean, how many "complex fighter" classes have we had throughout the editions to satisfy people that wanted martial characters with plenty of fiddly options? And the original sorcerer in 3E existed specifically as an option for people that wanted a simpler caster.
then what would be needed is a super-easy way to do it like enemy weak the blunt lets you add another dice to every successful hit, player's love it when they can punch above the weight class.That's not true. Mostly it is about EDIT [[laziness]] THAT WAS NOT OKAY OF ME at the table -- or, more charitably, an interest in drama and action over simulation. AD&D had a huge amount of weapon detail in it (due to Gygax's interest in such things) and if employed those details actually mattered. But people did not like having to do any additional math (or something) so those bits got slowly removed from the game until we are left with handedness and damage as the only important traits.
Emphasis mine.Depends on the style of fighter. Some people want dirt simple (champion fighter, no feats) others want more complex.
You can do a very simple fighter or rogue, you can do complex ones. Wizards and the like are pretty much always going to be more complex.
I do have 5-10 fights between long rests by using the alternative rules for short rest being overnight and long rest being a week. Fits my concepts of healing and pacing better.Because it leads to problems. Either you have to cram in several fights per long rest, i.e. alway dungeon crawl, or fights become trivial, or the DM has to ramp up the difficulty of fights to near or beyond deadly every time. Each of these has problems of its own.
Perhaps we need more monsters that can shrug off magic but not weapons (or at least not weapons made of silver/"cold iron"/material of choice).because the only weapon type that matters is magic as lots of things are resident to everything but magic weapons.
my thoughts exactly makes the game more interesting if there are things magic can't do also makes the fighter player happy.Perhaps we need more monsters that can shrug off magic but not weapons (or at least not weapons made of silver/"cold iron"/material of choice).
Came here to say this one, and I'll add in special materials and weapon qualities a la 3.x. special materials kind of exist in 5e (some monsters can be damaged by magic or silvered weapons, for example), but I liked the greater application of the idea in 3.x.Roll under ability score for skills and ability check
I want that too. But I fear 5E is not granular enough. I been trying thinking of ways to have masterwork and grandmaster work items.Came here to say this one, and I'll add in special materials and weapon qualities a la 3.x. special materials kind of exist in 5e (some monsters can be damaged by magic or silvered weapons, for example), but I liked the greater application of the idea in 3.x.
The one change I'd make would be to modify the minimum hit point requirements such that while your maximum needs to be high enough to gain the skill in the first place your current hit points can be whatever, to give the option of a suicide strike in a dire situation.I'm working on new abilities that everyone will have access to but also martials will have the most benefit from them.
If anyone's familiar with SMT, also their spinoffs Persona, they feature "Physical Skills" which do significantly more damage than a regular attack but it costs the user a fraction of their HP to use it.
I was thinking of making a system similar to this one.
For example, a character gets to choose 3 physical skills for their character at any time. Some are locked off by level and usually have other prerequisites. You can only use any physical skill once per turn, so you can't lunge and cleave even when you have extra attack. Here's some examples:
Lunge (1st level): When you make a melee weapon attack that deals piercing damage, add 1d10 to the damage dice. You then take 3 damage. You must have at least 4 HP to use this skill.
[...etc....]
This is all very rough but its the type of stuff I'd love to see in some form of extra abilities for martials. Its not meant to fix anything but it would tickle my risk-reward factor. And yes, skills are meant to be obsolete the higher level you are and there are much more I would add then these 7.
why do people always call it a swordmage?A swordmage class.
Its class features have yet to be replicated is a satisfying manner in 5e.