That is not a slight change that is the same as removing it. Describing why/how someone missed or hit in a role-playing game is just part of the game unless you just want the fight with little to no role-playing in the combat.
It also depends on how hard you want combat to be and how unpredictable you want your game to be. Also for spell casters either have them roll a d20 or use the save for spell casters maybe with the d20 on the save then have the spell caster roll to see if the spell misfired or just did not work. I use nat 1 homemade charts and it hurts my npc's more than my players. It makes combat less routine.
I would assume in that case that Voldemort tripped harry with magic or skill and then on Voldemort's turn cased a spell that killed Harry or vise versa with Potter knocking down Voldmort on his turn and defeating Voldemort on Potter or one of his friends turn.
but every boss, minion, monster, etc is effected by this rule. In 5e the players have a significant advantage in combat.
And every boss, minion, and monster only has to care about the one fight they're in with the PCs. When they're defeated and the PCs move on, the next batch of monsters & minions they face won't be affected by the things that happened in the current battle. The PCs will, because they'll have had to expend spell slots, hit dice, or other of their limited resources that they don't immediately recover. Crit fumbles functionally serve to increase the amount of resources that get expended in a battle because they make the battle longer.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
In the end, though, you don't have to put the chart into your game. All Goblino wanted to do was share something he thought was a good, fun idea, and if people liked it, they would use it. If they didn't like it, they wouldn't use it. I'm sure plenty of people will look at the chart and take inspiration from it and modify it; some might dislike it. Some might even dislike it so much that they immediately criticize the creator, saying that this will disadvantage the main characters/instill the lesson that life isn't fair/make it so that the players think twice before entering combat.
(Also, generally, BBEGs have to worry a bit more about their fights with the players, especially because it's usually about 6 on 1. A critical fumble for them could mean a serious penalty or even death.)
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Don't you just love platypuses/platypi/platypodes?
As a slight aside, if you are allowing monsters to be disarmed then you now have to decide for every moster what alternate weapon(s) it has and whether or not they do the same damage
Note that damage is a property of the monster, not the weapon. For example, a drow assassin's poison damage is something the monster does, not something the weapon does. If the asassin drops their shortsword and a player picks it up, it's just a normal shortsword.
As a slight aside, if you are allowing monsters to be disarmed then you now have to decide for every moster what alternate weapon(s) it has and whether or not they do the same damage
Note that damage is a property of the monster, not the weapon. For example, a drow assassin's poison damage is something the monster does, not something the weapon does. If the asassin drops their shortsword and a player picks it up, it's just a normal shortsword.
Basically if a monsters main weapon is disarmed, I'll check the monster sheet for any additional weapons, like how an Orc has javelins as well as a greateaxe. If they have no extra weapons, they will be forced to use unarmed strikes, try to pick up said weapon or retreat/surrender. For unarmed monsters like an owlbear I'll just reroll the nat 1 dice.
I have terrible memories of these sorts of charts being used in my 2e days. If my DM were to suggest using one these days, I'd just bow out of the campaign. They rank right up there with the wild magic wizard/sorcerer. Thanks, but I'll sit this one out.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I have terrible memories of these sorts of charts being used in my 2e days. If my DM were to suggest using one these days, I'd just bow out of the campaign. They rank right up there with the wild magic wizard/sorcerer. Thanks, but I'll sit this one out.
No issue. The campaign I'm running is my first and longest, so I do like to try stuff out to see how they work. Though I am curious as to what trauma the wild sorcerer brought apon you
Got blown up by a self centered fireball once with wild magic in 2e, and again in 5e. Also been greased a couple of times. What it comes down to, is while I understand people thinking that the random effect stuff is fun, I don't. Effects that only hurt the player who chose them, I am fine with. *I* did not sign up for that though, and when I get hit by them because another player thinks that stuff is lulzy, it is very unfun for me. The new version with a lot less of that sort of thing looks more tolerable. We'll see if someone chooses to play one at my table and we'll see how it goes. I am cautiously optimistic that I'll find less that impacts me.
EDIT: From an RP perspective, I also tend to question why my character would be out risking his life with someone who's a menace to that life.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
For the most part the wild magic effects are mostly joke effects that are positive or minor nuisances. The fireball and confusion really stand out on that list as unusually bad. It's intended to be funny and randomly exploding can be funny but comedy requires reading the room. My advice with effects like that is DM discretion, rather than an immediate fire ball or confusion instead bank or modify theme as necessary. You can loony toons it where no one is actually hurt but they all get blackened, you can set a timer so they can run away or you can choose to make another spell later randomly explode when ti will be less of an issue. Instantly killing the entire party with a fireball is rarely the correct choice. and it's the job of the Dm to make rulings that keep the game running smoothly.
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A miss is not a punishment or penalty.(gnormachy, althu)
That is not a slight change that is the same as removing it. Describing why/how someone missed or hit in a role-playing game is just part of the game unless you just want the fight with little to no role-playing in the combat.
It also depends on how hard you want combat to be and how unpredictable you want your game to be. Also for spell casters either have them roll a d20 or use the save for spell casters maybe with the d20 on the save then have the spell caster roll to see if the spell misfired or just did not work. I use nat 1 homemade charts and it hurts my npc's more than my players. It makes combat less routine.
but every boss, minion, monster, etc is effected by this rule. In 5e the players have a significant advantage in combat.
The loss of the weapon is caused by the defenders skill in defense to avoid making the attacker look bad.
I would assume in that case that Voldemort tripped harry with magic or skill and then on Voldemort's turn cased a spell that killed Harry or vise versa with Potter knocking down Voldmort on his turn and defeating Voldemort on Potter or one of his friends turn.
And every boss, minion, and monster only has to care about the one fight they're in with the PCs. When they're defeated and the PCs move on, the next batch of monsters & minions they face won't be affected by the things that happened in the current battle. The PCs will, because they'll have had to expend spell slots, hit dice, or other of their limited resources that they don't immediately recover. Crit fumbles functionally serve to increase the amount of resources that get expended in a battle because they make the battle longer.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
In the end, though, you don't have to put the chart into your game. All Goblino wanted to do was share something he thought was a good, fun idea, and if people liked it, they would use it. If they didn't like it, they wouldn't use it. I'm sure plenty of people will look at the chart and take inspiration from it and modify it; some might dislike it. Some might even dislike it so much that they immediately criticize the creator, saying that this will disadvantage the main characters/instill the lesson that life isn't fair/make it so that the players think twice before entering combat.
(Also, generally, BBEGs have to worry a bit more about their fights with the players, especially because it's usually about 6 on 1. A critical fumble for them could mean a serious penalty or even death.)
Don't you just love platypuses/platypi/platypodes?
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that is if you have multiple fights before a long rest. How many dms have multiple fights before a long rest or even a short rest.
I would say most DMs have multiple fights between long rests, for the average combat day. Some fights are just 1 big one prepared for by the party.
As for short rests, that is seldom the DM's decision!
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As a slight aside, if you are allowing monsters to be disarmed then you now have to decide for every moster what alternate weapon(s) it has and whether or not they do the same damage
Note that damage is a property of the monster, not the weapon. For example, a drow assassin's poison damage is something the monster does, not something the weapon does. If the asassin drops their shortsword and a player picks it up, it's just a normal shortsword.
Basically if a monsters main weapon is disarmed, I'll check the monster sheet for any additional weapons, like how an Orc has javelins as well as a greateaxe. If they have no extra weapons, they will be forced to use unarmed strikes, try to pick up said weapon or retreat/surrender. For unarmed monsters like an owlbear I'll just reroll the nat 1 dice.
I have terrible memories of these sorts of charts being used in my 2e days. If my DM were to suggest using one these days, I'd just bow out of the campaign. They rank right up there with the wild magic wizard/sorcerer. Thanks, but I'll sit this one out.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
No issue. The campaign I'm running is my first and longest, so I do like to try stuff out to see how they work. Though I am curious as to what trauma the wild sorcerer brought apon you
Got blown up by a self centered fireball once with wild magic in 2e, and again in 5e. Also been greased a couple of times. What it comes down to, is while I understand people thinking that the random effect stuff is fun, I don't. Effects that only hurt the player who chose them, I am fine with. *I* did not sign up for that though, and when I get hit by them because another player thinks that stuff is lulzy, it is very unfun for me. The new version with a lot less of that sort of thing looks more tolerable. We'll see if someone chooses to play one at my table and we'll see how it goes. I am cautiously optimistic that I'll find less that impacts me.
EDIT: From an RP perspective, I also tend to question why my character would be out risking his life with someone who's a menace to that life.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
For the most part the wild magic effects are mostly joke effects that are positive or minor nuisances. The fireball and confusion really stand out on that list as unusually bad. It's intended to be funny and randomly exploding can be funny but comedy requires reading the room. My advice with effects like that is DM discretion, rather than an immediate fire ball or confusion instead bank or modify theme as necessary. You can loony toons it where no one is actually hurt but they all get blackened, you can set a timer so they can run away or you can choose to make another spell later randomly explode when ti will be less of an issue. Instantly killing the entire party with a fireball is rarely the correct choice. and it's the job of the Dm to make rulings that keep the game running smoothly.