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Why does 5E SUCK?
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<blockquote data-quote="Manbearcat" data-source="post: 6649045" data-attributes="member: 6696971"><p>Needing some fiction for context? Well, this clearly isn't a parley situation (unless it is a "now that you have third degree burns and are begging for your life, let's discuss this problem I have with you and yours..." sort of deal). Hmmm...how about:</p><p></p><p>1) Tavern owner is a fence who has bulwarked his living off of the stolen wealth and misfortune of innocent people (as in "The Crow"). Members of the thieves guild which sells to the tavern owner/fence are playing cards in the smokey, drunken establishment. 12 members are interspersed in the common room at 3 separate tables (all on the area rug which is basically wall to wall). Meanwhile, the place is overcrowded with exhausted laborers bent on drowning their miseries.</p><p></p><p>2) You want to clear out the tavern because you don't want the ensuing combat to cause collateral damage to those innocent laborers and you're pretty well happy with burning down the fence's moneymaker. Maybe you're going to snag him afterward and force him to tell you where the unit-moving meetings take place (or something).</p><p></p><p>[HR][/HR]</p><p></p><p>Alright, on to the Fighter stunting. The fiction for this one will be:</p><p></p><p>1) You're battling a Young Blue Dragon in an ancient ruined citadel with a few watchtowers, battlements, and an outer bailey.</p><p></p><p>2) You don't want the dragon to fly take wing and use its ranged effects/breath weapon!</p><p></p><p>3) Dragon is near a wall that you wish to trap its tail (wings, rear leg, whatever) under.</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>4e</strong></span></p><p></p><p>Same deal for the Fighter (+ 4 Str + 3 Lvl + 5 trained + 2 (either race/theme/background) = 14. </p><p></p><p>So this is definitely the kind of stuff you want to encourage for stunting with a Fighter archetype. But pushing over a ruined wall onto a dragon is probably a hard DC (23). </p><p></p><p>Standard Action Athletics + 14 vs DC 23. Succeeds at a 55 % clip. </p><p></p><p>The player wants immobilized UtEoYNT and a miss effect. This is a limited-use effect (can only push this wall over once). Let's bump the limited-use damage expression down 2 for immobilized + miss to the medium at-will (from 20 to 14). Young Blue Dragon's Reflex is 17. + 6 vs Ref so succeeds at 45 % clip for:</p><p></p><p>Hit: 2d10 + 3 and the target is immobilized UtEoYNT.</p><p>Miss: Half damage and the target is slowed UtEoYNT.</p><p>Effect: Blast 2 becomes Difficult Terrain until the end of the encounter.</p><p></p><p>Using higher damage dice for swingier results (larger, swingier effects are meant to have higher damage dice associated with them). Done.</p><p></p><p><span style="font-size: 12px"><strong>5e</strong></span></p><p></p><p>Same deal for the Wizard, but the 5e Fighter will have his 20 at level 6 I would think so + 3 prof + 5 str = + 8.</p><p></p><p>Action Athletics + 8 vs (Hard) DC 20. Succeeds at a 40 % clip.</p><p></p><p>Again, here I don't know how we handle the step down of the damage expressions for AoE or various effects. I'm thinking 4d10 (equivalent of falling debris or a collapsing tunnel) for the damage expression. I'm also going to give the player the DC 14 out of the 12-15 for Dangerous because the Athletics DC was hard. I'm thinking that if I bump the damage expression down too much for miss or immobilized, the player won't even consider trying it due to the 60 % chance of completely wasting the action on the Hard Athletics check. Anyway...</p><p></p><p>Young Blue Dragon has + 4 Dex save. DC 14 puts the success for the Fighter at 50 %.</p><p></p><p>Hit: 4d10 and the target's movement speed drops to 0 UtEoYNT.</p><p>Miss: Half damage and the target's movement speed is reduced by 15 UtEoYNT.</p><p>Effect: Difficult Terrain in the area of the wall's collapse.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6649045, member: 6696971"] Needing some fiction for context? Well, this clearly isn't a parley situation (unless it is a "now that you have third degree burns and are begging for your life, let's discuss this problem I have with you and yours..." sort of deal). Hmmm...how about: 1) Tavern owner is a fence who has bulwarked his living off of the stolen wealth and misfortune of innocent people (as in "The Crow"). Members of the thieves guild which sells to the tavern owner/fence are playing cards in the smokey, drunken establishment. 12 members are interspersed in the common room at 3 separate tables (all on the area rug which is basically wall to wall). Meanwhile, the place is overcrowded with exhausted laborers bent on drowning their miseries. 2) You want to clear out the tavern because you don't want the ensuing combat to cause collateral damage to those innocent laborers and you're pretty well happy with burning down the fence's moneymaker. Maybe you're going to snag him afterward and force him to tell you where the unit-moving meetings take place (or something). [HR][/HR] Alright, on to the Fighter stunting. The fiction for this one will be: 1) You're battling a Young Blue Dragon in an ancient ruined citadel with a few watchtowers, battlements, and an outer bailey. 2) You don't want the dragon to fly take wing and use its ranged effects/breath weapon! 3) Dragon is near a wall that you wish to trap its tail (wings, rear leg, whatever) under. [SIZE=3][B] 4e[/B][/SIZE] Same deal for the Fighter (+ 4 Str + 3 Lvl + 5 trained + 2 (either race/theme/background) = 14. So this is definitely the kind of stuff you want to encourage for stunting with a Fighter archetype. But pushing over a ruined wall onto a dragon is probably a hard DC (23). Standard Action Athletics + 14 vs DC 23. Succeeds at a 55 % clip. The player wants immobilized UtEoYNT and a miss effect. This is a limited-use effect (can only push this wall over once). Let's bump the limited-use damage expression down 2 for immobilized + miss to the medium at-will (from 20 to 14). Young Blue Dragon's Reflex is 17. + 6 vs Ref so succeeds at 45 % clip for: Hit: 2d10 + 3 and the target is immobilized UtEoYNT. Miss: Half damage and the target is slowed UtEoYNT. Effect: Blast 2 becomes Difficult Terrain until the end of the encounter. Using higher damage dice for swingier results (larger, swingier effects are meant to have higher damage dice associated with them). Done. [SIZE=3][B]5e[/B][/SIZE] Same deal for the Wizard, but the 5e Fighter will have his 20 at level 6 I would think so + 3 prof + 5 str = + 8. Action Athletics + 8 vs (Hard) DC 20. Succeeds at a 40 % clip. Again, here I don't know how we handle the step down of the damage expressions for AoE or various effects. I'm thinking 4d10 (equivalent of falling debris or a collapsing tunnel) for the damage expression. I'm also going to give the player the DC 14 out of the 12-15 for Dangerous because the Athletics DC was hard. I'm thinking that if I bump the damage expression down too much for miss or immobilized, the player won't even consider trying it due to the 60 % chance of completely wasting the action on the Hard Athletics check. Anyway... Young Blue Dragon has + 4 Dex save. DC 14 puts the success for the Fighter at 50 %. Hit: 4d10 and the target's movement speed drops to 0 UtEoYNT. Miss: Half damage and the target's movement speed is reduced by 15 UtEoYNT. Effect: Difficult Terrain in the area of the wall's collapse. [/QUOTE]
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