Great rough equity with specialization differences within that.... I am generally not interested in playing side kicks when its not hitting something with my sword.So I am not generally looking for parity in the sense of equality of outcomes between martial characters and spell casters.
Great rough equity with specialization differences within that.... I am generally not interested in playing side kicks when its not hitting something with my sword.
itty bitty spell patches do not do enough. Nor is keeping skill effects vaguely defined on the fly.Neither am I. I think that's why it is critical to have clear conceptual space defined between what magic is good at and what a particular skill is good at so you can create a rich play environment where both are meaningfully valuable in different ways allowing players to play the game with skill. I generally like there to be some risks to either approach so nothing is automatic.
I'm not sure you're correctly applying the Captain American reference here. As you've stated, there is no power progression to what Captain American can do - as with most super heroes, he has the powers he has. He's just informing us as to what could be generally assumed possibilities (as he's a "martial"/"non-magic" based super) outside combat.Fantastic discussion guys. I find the Captain America references fascinating if for no other reason than he's my favorite superhero. :-D
However I would argue that Captain America as seen on screen actually supports a 5E style of play more than 4E. Sure his fighting style was cranked up to 11 when he was battling Thanos in Endgame compared to his first few HYDRA opponents in The First Avenger but I don't know that I'd say his non-combat athleticism doubled or tripled in that same amount of time. A 25% increase sounds about right. In fact from The Winter Soldier on I'd say it was pretty much static with regards to acrobatics and feats of strength.
Bold by me for emphasis.Ah, ok I think I see what you're getting at... Also these are off the cuff so just using them to illustrate the point, not necessarily how I'd rule in a real camapign.
Ok so 4th level mythic character diverts the flow of a volcano to avoid it destroying a village... STR DC 15 to push a boulder into it's path to block it/divert the lava flow.
20th level mythic character diverts the flow of a volcano to avoid it destroying a village... STR DC 15 to push a boulder into it's path to block it/ divert the lava flow.
So 4th level mythic character tries to hold the world mountain (The mountain upon which the entire world rests) upon his shoulders to stop it falling into the abyss...and auto-fails it is impossible for him to accomplish.
20th level character tries to hold the world mountain upon his shoulders to stop it falling into the abyss... STR DC 25 to hold it up over the abyss
Sounds inadequate... and a partial patch for not making the higher tiers more numerically awesome (and not making their challenges more numerically awesome) instead of using the d20 and your characters level advancements -- see that is a complaint yes i do not think those few percentiles represent enough advancement to me Level became very inadequate. It doesn't really match its own fluff in over all advancement and even specific advancement for things which are actually advancing.there are certain things that are just plain impossible until you meet a minimum threshold of athleticism in game.
Ah, ok I think I see what you're getting at... Also these are off the cuff so just using them to illustrate the point, not necessarily how I'd rule in a real camapign.
Ok so 4th level mythic character diverts the flow of a volcano to avoid it destroying a village... STR DC 15 to push a boulder into it's path to block it/divert the lava flow.
20th level mythic character diverts the flow of a volcano to avoid it destroying a village... STR DC 15 to push a boulder into it's path to block it/ divert the lava flow.
So 4th level mythic character tries to hold the world mountain (The mountain upon which the entire world rests) upon his shoulders to stop it falling into the abyss...and auto-fails it is impossible for him to accomplish.
20th level character tries to hold the world mountain upon his shoulders to stop it falling into the abyss... STR DC 25 to hold it up over the abyss
Fantastic discussion guys. I find the Captain America references fascinating if for no other reason than he's my favorite superhero. :-D
However I would argue that Captain America as seen on screen actually supports a 5E style of play more than 4E. Sure his fighting style was cranked up to 11 when he was battling Thanos in Endgame compared to his first few HYDRA opponents in The First Avenger but I don't know that I'd say his non-combat athleticism doubled or tripled in that same amount of time. A 25% increase sounds about right. In fact from The Winter Soldier on I'd say it was pretty much static with regards to acrobatics and feats of strength.
5e has plenty of this sort of thing too. The Basic PDF - mostly in the equipment list, which is clearly "player facing" - has DCs for extinguishing the flames from Alchemist's Fire; for moving over scattered ball bearings without following over; for moving safely through a field of caltrop; for breaking chain, a snare, rope, a net, or manacles; for avoiding a snare; for escaping from manacles; for picking various locks; for making a forced march; for surviving without water; for clearing a low obstacle with a jump; for landing on one's feet when jumping into difficult terrain; to avoid being dismounted; for stabilising a dying creature and recovering from injury and disease; for maintaing concentration on a spell; for escaping from rubble following an earthquake.4e has examples of what certain DC's mean... while not as exhaustive as 3e it still locks in a chunk of that color to specific DC's.
As an example...Climb has DC's listed as follows...
DC 0 Ladder
DC 10 Rope
DC 15 Uneven Surface (Cave Wall)
DC 20 Rough Surface (Brick Wall)
DC +5 Slippery Surface
DC +5 Unusually Smooth Surface
EDIT: Also these are player facing, being located in the PHB, so this isn't a case where majority of players won't see these... it's a case where the designers are very much letting players know what the expected color is for DC's in the game.
I'm reasonably familiar with 4e's matial utility powers. Rogues, for instance, get a number which allow them to hide without adequate cover or (at epic tier) with no cover required and no check required.With my limited experience with 4e (and without referencing the few books I have), I would say that between the utility powers, etc. It was much clearer what kinds of actions were genre-expected in 4e (mediated by tier/level) than it is in 5e. A position boisterously espoused by other 4e supporters on this thread.
<snip>
I grant that there are other aspects of the two systems which factor into this perception of a loss of martial parity (particularly the expenditure of resources via AEDU powers.)
If we are talking about actions that are declared outside the context of a formal rules sub-system like a spell or class ability then, again, I don't see the contrast with 4e. 4e I think encourages a different ethos when it comes to deciding what is possible, and in my view provids better support for translating fiction through action into consequences (via the skill challenge structure), but the actual procedure of adjudiction for these action declarations I think is the same.part of the process of action resolution in 5e is that the DM can determine whether an action is possible or not

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