Grunk, just saying, have you ever tryed grappling your friends ? tell me if they can't retaliate to you while you grapple them. now restraining is what you are talking about.
Hmm, all I remember is telling the DM that I'm going to grab someone from behind, ...which include wrapping my arms around their upper torso. I was told OK, but he can still attack you. Tell me D&DPaladin, have you ever grabbed someone from behind, which generally includes half their arms, and do you think they would be able to swing a weapon or make the fine motor movements to cast a spell?
At the very least, there needs to be more clarity.
Again, its your DMs who did not do the right thing. its not the rules... there is literally nothing in the books, as far as i read in the PHB or the DMG, that says you need 2 rolls to get restrained. as far as i know, if you take a rope and tie someone, they immediately become restrained. as far as i know, there is nothing int he books either that tells you how to rect to said conditions. so as far as i know, the book first rule literally at the bginning of the book, is still in the work. "do the **** you want" nhow if you are stuck in ruling, then i suggest you go play pathfinder instead of 1e because somehow pathfinder has 600+ pages of strict ruling on each stuff inclusing how many more points of bonus you get from attack on top of a table.
my question to you... if you hate 5e so much then why are you even here to begin with ?
To grapple you have to make an opposed ability check and with the grappler feat you can use an action to make a second grapple check in order to restrain the target. I am assuming that is what he was talking about when referring to 2 rolls. So therefore, the DM was not wrong, it is in the rules, and maybe the attitude needs to scale back a little bit. There was a opinion pointed given, and then there was a misunderstanding of the rules. There is no need for cursing or telling people to leave.
i want to be able to add notes to the content. Books and adventures need a way to add margin notes like you would in a physical book.
Oh! I second this! This would be great for adventure books. Especially during a game being able to add notes about the encounter a PC had with an NPC for later interactions.
Something I'd like to see more of from 5E in 2018 is the high quality streams and podcasts that have gained popularity over the last few years. I'm really happy to see how successful shows like Critical Role , The Adventure Zone, and HarmonQuest have been, and I hope that more and more groups/companies start using role-playing games as a medium for entertainment.
more adventures in different settings. They can be existing settings, or a completely new world, but something other than FR. FR is great, I love it, but I want to explore somewhere else too.
A campaign settings book, preferably 2 or 3 settings in one book. No need to include every little detail of each setting but just enough to give a good general lore overview and includes conversions of setting specific races & classes/subclasses and common factions. Basically a book that does the work of making the rules conversions needed accompanied by the most setting critical lore. Anything more than that wouldn't be really needed, because if after that point I wanted to learn more about one of the included settings I can refer to older editions via the dmsguild and or the internet in general.
Drop two of these books over the next couple years and you drop a plethora of new and fun info into the community as well as getting 4 to 6 of the most popularly requested settings out there into the hands of the players and DM's.
Has there been a poll on the favored mechanics from 4th ed? I know the edition over all was poorly received and has its share of problems, but there are a number of mechanics from it that just functioned so well and I constantly hear people converting to 5th already. Minions being a very large one. I wouldn't mind a poll on what of those mechanics were most well received and seeing those mechanics reworked to function in 5e.
5e was playtested for about 3 years if I remember right. We can assume any mechanic that didn't carry over wasn't widely popular.
The rules already support something close enough to 4e minions: give low CR monsters the minimum possible HP for their hit dice instead of the average. That brings goblins down to 2 HP, for example. The DMG also has an optional rule for cleaving through weak enemies.
5e was playtested for about 3 years if I remember right. We can assume any mechanic that didn't carry over wasn't widely popular.
The rules already support something close enough to 4e minions: give low CR monsters the minimum possible HP for their hit dice instead of the average. That brings goblins down to 2 HP, for example. The DMG also has an optional rule for cleaving through weak enemies.
Yup, using minions by way of having genuinely weak enemies relative to the characters is much more appealing to a lot of folks than having weak versions of what are supposed to be tough monsters relative to the characters.
Also WoC should try to understand why it's common for people to stop playing a character by 10th level.
They actually already did put work into trying to understand that phenomenon. During play-testing, and a while after the edition had released, they conducted surveys. First to figure out when people's campaigns were ending and why, and then to see if any of the major changes they made in effort to ameliorate those reasons for campaigns ending had produced any effect.
For most people, at this point, campaigns end around 10th level (or slightly after) because that's when they are used to campaigns ending - it's become circular, with a lot of folks just not even trying to play to higher levels because they are used to higher levels not working out (roughly the equivalent of never going back to a restaurant at which you've previously gotten sick from eating, no matter what changes have been made to staff, procedures, or menu).
Also WoC should try to understand why it's common for people to stop playing a character by 10th level.
They actually already did put work into trying to understand that phenomenon. During play-testing, and a while after the edition had released, they conducted surveys. First to figure out when people's campaigns were ending and why, and then to see if any of the major changes they made in effort to ameliorate those reasons for campaigns ending had produced any effect.
For most people, at this point, campaigns end around 10th level (or slightly after) because that's when they are used to campaigns ending - it's become circular, with a lot of folks just not even trying to play to higher levels because they are used to higher levels not working out (roughly the equivalent of never going back to a restaurant at which you've previously gotten sick from eating, no matter what changes have been made to staff, procedures, or menu).
To that i will add... Spells and class abilities makes it very very unbalanced at higher levels...
in comparisions... high levels in 2e were beastly and could kill anything in one single blow. in 3e a level 11 could easily kill a level 20+ monster. in 5e the players can easily kill stuff 5 levels above them beginning at 9th level.
reason for those are character classes abilities which becames so much more powerfull over the course of the adventure. and i'm not even including magic items which literally add more levels to the maximum you can defeat. the other major thing that makes gameplay not really good at level 10+ are spells. starting ludicrous magic at level 3, the likes of fly and fireballs at level 5 spell casting you start getting really really out of whack spells that literally reshape the battlefield. fixing these big spells is prooving next to an impossible task as the spells just continues to be stronger then anything else. in 5e, as an exemple, beginning at level 9+ every mages is required to have counter spell and dispel magic, otherwise the group just get wrecked by villains or villains just get wrecked by the group. a great exemple of that is the final of the first campaign of critical role against vecna ! the bard, sam riegel literally only counter spelled all fight. if he was doing anything else then that, the group would get wrecked badly.
when the only thing you can do is stop those spells from firing off, then you know something is wrong.
so yeah ever since first edition, spells have been the bane of D&D. making campaigns get derailed, bbeg being one shotted, characters being removed entirely from combat and passing the whole session waiting fo combat to finish. i tryed to solve these spells so often now and failing miserably, that i came to the conclusion that spells should never be able to go above the 5th level mark. anything above that is just way too strong.
fun fact about spells too... Grease and web are level 2 only and are very good even against dragons and higher level monsters. from 1e to 5e, these two spells have single handedly wrecked encounters left and right. still are the best shit you can wield on a battlefield !
Short story that hapenned like 2 weeks ago. my group of 7 level 10 players fought a beholder. i had made that beholder a lair and thus he was CR14, i added him life and boosted up his AC by 2. he was a bbeg... right from the get go the bbeg had surprise and thus magic didn't work on the gorup. fortunately for them being in a clump actually helped them off, as the beholder couldn't shoot while watching them with his anti magic cone in their face. so i stopped watching the paladin and concentrated on the cleric... before i go on, just remember, my players have maximum +1 weapons and barely any real item to help them, so its by abilities only here. the paladin once at his turn, casted Hypnotic Pattern to my surprise there is no drawback to this spell. you could tell me its hit or miss, but the result is undeniable... the bbeg gets wrecked instantly ! so the paladin cast it, my bbeg even with +7 to wis saves fails it. so for 1 whole minute without disturbing it, they prepare actions. so because of that everything happens at once... players attacks, spells fires... my bbeg as average life of 180, i gave him 240. but in a single turn, spells like blight, and the likes happens... my monster lost in a single round... 200 HP ! as if that was not enough, that was all readied actions, 3 of them were still up top the beholder in initiatives. so they play and kill it.
there you have it, the story of how my bbeg got wrecked by a mere level 3 spell ! this is in 5e.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
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To that i will add... Spells and class abilities makes it very very unbalanced at higher levels...
They really aren't.
high levels in 2e were beastly and could kill anything in one single blow.
Not in my experience - at least not with enough regularity to actually be worth mentioning. High level 2e was a lot more "I cast disintegrate!" followed by "your target passes the save" than they were "killed it in one hit"... unless you are talking about a dragon's breath genuinely wrecking an entire party even though they passed their saves because even half of 20d10+10 (which isn't even the best a breath weapon can do) is likely to be higher than whatever HP the characters have with their 9 or 10 hit dice and handful of other hit points.
so yeah ever since first edition, spells have been the bane of D&D. making campaigns get derailed, bbeg being one shotted, characters being removed entirely from combat and passing the whole session waiting fo combat to finish.
Sounds more like some other factor is the cause of the problem you describe, since you've encountered it enough to apparently believe it's unavoidable and I've deliberately avoided the problems you describe by no means other than using what tools the game books give - except for the "change whatever you want" tool, because I believe that if I'm making anything more than a handful of minor changes to a game, I might as well just find a different game to play.
there you have it, the story of how my bbeg got wrecked by a mere level 3 spell !
That's not even what you just described happening. "wrecked by a mere level 3 spell" would be that spell - and that's it, no combo of readied actions that include other attacks and more spells - actually taking the monster out. What you described is actually an encounter that is the exact perfect time to use a particular spell, that spell being used successfully, and the player's capitalizing on its effects - while the DM forgets that being incapacitated doesn't stop the beholder's antimagic cone from working to mitigate other spells taking effect on the beholder before it gets to do something (and also it sounds like the readied action and/or initiative rules may have been applied in a not RAW way).
Sounds more like some other factor is the cause of the problem you describe, since you've encountered it enough to apparently believe it's unavoidable and I've deliberately avoided the problems you describe by no means other than using what tools the game books give - except for the "change whatever you want" tool, because I believe that if I'm making anything more than a handful of minor changes to a game, I might as well just find a different game to play.
Actually, it sounds like they're regurgitating commonly repeated myths that have been hovering around for years and get repeated by people who never actually played those editions. I see it a lot with younger people who want to appear like they're grognards with years of experience but don't actually have the knowledge base from that experience.
DnDPaladin, have you considered something like a 5e equivalent to the old EL 6 style games? That seems to be about the level you having the most fun playing with. And (to tie back into the thread topic) that could be a pretty cool thing to have 5e come out with - more game hacks to adjust the game.
i want to be able to add notes to the content. Books and adventures need a way to add margin notes like you would in a physical book.
Something I'd like to see more of from 5E in 2018 is the high quality streams and podcasts that have gained popularity over the last few years. I'm really happy to see how successful shows like Critical Role , The Adventure Zone, and HarmonQuest have been, and I hope that more and more groups/companies start using role-playing games as a medium for entertainment.
more adventures in different settings. They can be existing settings, or a completely new world, but something other than FR. FR is great, I love it, but I want to explore somewhere else too.
How do you get a one-armed goblin out of a tree?
Wave!
Books of short adventures (or at least, adventures short enough to play in just a few sessions).
Of course that doesn't mean a lower quality adventure, I still would expect great designed maps, some sort of hook for those adventures and so on.
A campaign settings book, preferably 2 or 3 settings in one book. No need to include every little detail of each setting but just enough to give a good general lore overview and includes conversions of setting specific races & classes/subclasses and common factions. Basically a book that does the work of making the rules conversions needed accompanied by the most setting critical lore. Anything more than that wouldn't be really needed, because if after that point I wanted to learn more about one of the included settings I can refer to older editions via the dmsguild and or the internet in general.
Drop two of these books over the next couple years and you drop a plethora of new and fun info into the community as well as getting 4 to 6 of the most popularly requested settings out there into the hands of the players and DM's.
Has there been a poll on the favored mechanics from 4th ed? I know the edition over all was poorly received and has its share of problems, but there are a number of mechanics from it that just functioned so well and I constantly hear people converting to 5th already. Minions being a very large one.
I wouldn't mind a poll on what of those mechanics were most well received and seeing those mechanics reworked to function in 5e.
The rules already support something close enough to 4e minions: give low CR monsters the minimum possible HP for their hit dice instead of the average. That brings goblins down to 2 HP, for example. The DMG also has an optional rule for cleaving through weak enemies.
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I'd like to see more content produced for 10+ level characters. MToF is a good start.
Also WoC should try to understand why it's common for people to stop playing a character by 10th level.
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in comparisions...
high levels in 2e were beastly and could kill anything in one single blow.
in 3e a level 11 could easily kill a level 20+ monster.
in 5e the players can easily kill stuff 5 levels above them beginning at 9th level.
Grease and web are level 2 only and are very good even against dragons and higher level monsters. from 1e to 5e, these two spells have single handedly wrecked encounters left and right. still are the best shit you can wield on a battlefield !
my group of 7 level 10 players fought a beholder. i had made that beholder a lair and thus he was CR14, i added him life and boosted up his AC by 2. he was a bbeg... right from the get go the bbeg had surprise and thus magic didn't work on the gorup. fortunately for them being in a clump actually helped them off, as the beholder couldn't shoot while watching them with his anti magic cone in their face. so i stopped watching the paladin and concentrated on the cleric... before i go on, just remember, my players have maximum +1 weapons and barely any real item to help them, so its by abilities only here. the paladin once at his turn, casted Hypnotic Pattern to my surprise there is no drawback to this spell. you could tell me its hit or miss, but the result is undeniable... the bbeg gets wrecked instantly ! so the paladin cast it, my bbeg even with +7 to wis saves fails it. so for 1 whole minute without disturbing it, they prepare actions. so because of that everything happens at once... players attacks, spells fires... my bbeg as average life of 180, i gave him 240. but in a single turn, spells like blight, and the likes happens... my monster lost in a single round... 200 HP ! as if that was not enough, that was all readied actions, 3 of them were still up top the beholder in initiatives. so they play and kill it.
there you have it, the story of how my bbeg got wrecked by a mere level 3 spell !
this is in 5e.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
They really aren't.
Not in my experience - at least not with enough regularity to actually be worth mentioning. High level 2e was a lot more "I cast disintegrate!" followed by "your target passes the save" than they were "killed it in one hit"... unless you are talking about a dragon's breath genuinely wrecking an entire party even though they passed their saves because even half of 20d10+10 (which isn't even the best a breath weapon can do) is likely to be higher than whatever HP the characters have with their 9 or 10 hit dice and handful of other hit points.DnDPaladin, have you considered something like a 5e equivalent to the old EL 6 style games? That seems to be about the level you having the most fun playing with. And (to tie back into the thread topic) that could be a pretty cool thing to have 5e come out with - more game hacks to adjust the game.
I would love to see Eberron again in 5e