Vaalingrade
Legend
They could save all this time and money with the playtest just releasing a $70 index card that says 'Ask Your DM'.Feels like an Oberoni Fallacy to me.
‘There is no problem because you can always Rule 0 the problem.’
They could save all this time and money with the playtest just releasing a $70 index card that says 'Ask Your DM'.Feels like an Oberoni Fallacy to me.
‘There is no problem because you can always Rule 0 the problem.’
if you every round for 3 fights have your sword and board fighter say "can I knock them 5ft back and then follow and attack?" I am sure you would be called a problem in 5e. In 4e it was a normal at will (Tide of Iron).Because any time I try to do something not in the rules as something my character can do, I get told to stop being a problem player.
look back at the come and get it example... how many DMs will let a player just improvises these things?How many times must I be told that I can't do this or that, because it would be broken, or it isn't the rules until I finally go... okay, let's just change the rules then!
that is a cool moment for the wizard... it didn't cost them any spells and they did something cool. BY some accounts that is the fighters job though.Or, also, how about because it is incredibly difficult to conceive of doing things that you can't do in the moment? I just had a moment in a game, I'm playing a barbarian, we've got a wizard and a gloomstalker. My character has been pounding away at the enemy, and the wizard suddenly starts rushing into melee with it and taking opportunity attacks. They did so because they were taking out the torches, which would create a 5ft space of darkness for the Gloomstalker to turn invisible.
there is a saying for it... "When all you have is a hammer all problems look like a nail"I have no abilities beyond hammering the enemy and being tough, so I've just focused on standing between my party and the enemy, because they deal more damage than me and they will die if this thing hits them. So, I didn't consider the factors that couldn't possibly effect my play, because to me they were non-factors. I don't even have the tools to quickly snuff a torch other than grinding it into the ground and hoping that puts it out.
that is insane... but seems to be trueGotta make + threads, or you'll always have people saying "what problem are you trying to solve? There is no problem here".
I mean, you aren't usually casting many spells in the form of a Giant Ape. Though to be fair, when you have a 7d6+4 rock throw ability, why are you grappling?If they make themselves incapable of casting, sure. Even then, not as good as a fighter or Barbarian, usually.
And their ability to do something has no bearing on their ability to recognize its a consistent part of their reality.
I actually do know how to fly a plane and have done so myself, but even if I didn't, I don't need that knowledge and experience to know planes exist and aren't some supernatural thingamajig.
I mean, isn't that how we got 5e in the first place? : )They could save all this time and money with the playtest just releasing a $70 index card that says 'Ask Your DM'.
In your game, my rogue wants to walk up to a guard and hypnotize them to sleep in a round. What is the check? Since we can improv anything, copying a simple Sleep spell for one target should be pretty easy, right? It's single target, close range, so should be better than actually casting a sleep spell I trust.Yeah other people can make all the same points without vulgarity and acerbic ranting, so I won’t be engaging with this much.
Instead I’ll just say, read my previous posts for my replies to most of these points.
Silly Fighter, that's a Warlock class feature now. Only they get to get it at range and 10ft. (honestly the best part of the class).if you every round for 3 fights have your sword and board fighter say "can I knock them 5ft back and then follow and attack?" I am sure you would be called a problem in 5e. In 4e it was a normal at will (Tide of Iron).
I don't love this as a solution necessarily (personally, I think it's a strain on the skill system to cover both "mundane action declarations" and "utility abilities for all the non-caster classes") but I have noted before that as a game, low-level utility spells are a more interesting mechanism than skill checks in nearly all cases. You have a planning/drafting element, where you try and bring the correct abilities to resolve the situation, a resource management element, where you evaluate the value of expending any given resource to deal with a problem, and a tactical element, wherein you have a specific set of effects that you have to leverage for maximum value against fixed obstacles in the setting.i'm basically copying this from a while back in the 'how would you revise skills' thread but i think that every skill should have a shortlist of spells that a good enough ability check in the associated skill would let you replicate their effects, it'd almost be like rituals but more expansive, having the ability to 'cast' cartain spells nonmagically with your skill check(DC scales with spell level), jump, catapult or haste through athletics, cure wounds, lesser restoration or revivify with medicine, find familiar, animal messenger, summon beast using animal handling and so on.
i don't want the answer to be 'give the martials spells+slots' but if every fiat ability is going to be a spell then martials need to be able to tap into that, combine this with more available expertise for martials.
martials can attempt to perform compelled duel with their intimidation as many times as they like, but spellcasters burn the slot and don't need to make the initial skill check to even use it.
Because any time I try to do something not in the rules as something my character can do, I get told to stop being a problem player.
but frankly why would I?