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Why does 5E SUCK?
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<blockquote data-quote="Ashkelon" data-source="post: 6649318" data-attributes="member: 6774887"><p>Is the STR contest require an action? Is the player still allowed to attack. Is the STR contest in addition to the Warriors normal attacks? Can the contest work against huge sized giants which you cannot normally shine? Why STR and not DEX? In a straight STR contest vs a giant, the player is at quite a disadvantage, do you want the chance of success to Be very small?</p><p></p><p></p><p></p><p>So basically a nope, you can't do that. </p><p></p><p></p><p></p><p></p><p>Notice how magic gets more leeway for improvisation than martial attacks do. Interesting.</p><p></p><p></p><p></p><p></p><p>Does this take the players action? Is it in place of an attack? Also, blinded is hugely powerful. A blinded enemy has disadvantage on attacks and grants disadvantage to your allies. Why wouldn't a thief use cunning action to attempt to blind an enemy every round. At will blind is simply too powerful of an effect.</p><p></p><p></p><p></p><p>It looks to me like you ran into the classic flaws of improvisation, hitting every single one actually.</p><p></p><p>1. Requiring too many hoops to go through to achieve an effect as demonstrated in the sweeping attack example. This one also includes the DM flat out saying NO.</p><p>2. Having the improvised action not be worthwhile to use or have too low of a chance of success. This is seen with the attemp to knock a giant prone example.</p><p>3. Having magic be flat out better at improvisation than martial abilities. This is seen with the frost bolt example (compare your ruling for frostbolt to your ruling for knocking the giant prone).</p><p>4. Accidentally creating an improvised action that is so powerful that there is little reason to not use it. The at-will blinding example here. </p><p></p><p>Adjudicating improvised actions in a fair and balanced way is by no means an easy task. Ask 10 DMs how they would rule, and you will probably get 10 different answers. At least with a robust system of guidelines you are able to more accurately judge what is or is not appropriate for an improvised action. 5e leaves everything up to the DM which often leads to wonky results.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6649318, member: 6774887"] Is the STR contest require an action? Is the player still allowed to attack. Is the STR contest in addition to the Warriors normal attacks? Can the contest work against huge sized giants which you cannot normally shine? Why STR and not DEX? In a straight STR contest vs a giant, the player is at quite a disadvantage, do you want the chance of success to Be very small? So basically a nope, you can't do that. Notice how magic gets more leeway for improvisation than martial attacks do. Interesting. Does this take the players action? Is it in place of an attack? Also, blinded is hugely powerful. A blinded enemy has disadvantage on attacks and grants disadvantage to your allies. Why wouldn't a thief use cunning action to attempt to blind an enemy every round. At will blind is simply too powerful of an effect. It looks to me like you ran into the classic flaws of improvisation, hitting every single one actually. 1. Requiring too many hoops to go through to achieve an effect as demonstrated in the sweeping attack example. This one also includes the DM flat out saying NO. 2. Having the improvised action not be worthwhile to use or have too low of a chance of success. This is seen with the attemp to knock a giant prone example. 3. Having magic be flat out better at improvisation than martial abilities. This is seen with the frost bolt example (compare your ruling for frostbolt to your ruling for knocking the giant prone). 4. Accidentally creating an improvised action that is so powerful that there is little reason to not use it. The at-will blinding example here. Adjudicating improvised actions in a fair and balanced way is by no means an easy task. Ask 10 DMs how they would rule, and you will probably get 10 different answers. At least with a robust system of guidelines you are able to more accurately judge what is or is not appropriate for an improvised action. 5e leaves everything up to the DM which often leads to wonky results. [/QUOTE]
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