Wagnarokkr hit the nail on the head. I have issues with the new rules leaving info out that breaks the game, much like how a wizard can just polymorph his allies into mammoths, end concentration, and give them all over 100 temp hp. That's clearly not the point of polymorph, but due to the wording of the spell, you don't lose the temp hp after the spell ends.
Yeah, I think Polymorph doesn't work that way because of how Concentration and Duration work. It's also been discussed in at least a couple of threads:
Sometimes game elements are simplified just because they would be a headache to run.
Say a dragon turned into a 10hp humanoid, took 5 damage and then turned back into a dragon. Are they at half HP or just missing 5? Now you need an additional rule for that and every time something changes shape you need to calculate its new HP based on its CON. It's just clunky and unfun. The game is full of these kinds of concessions because ultimately we are not here to a play Medieval Life Simulator 5.
Sometimes game elements are simplified just because they would be a headache to run.
Say a dragon turned into a 10hp humanoid, took 5 damage and then turned back into a dragon. Are they at half HP or just missing 5? Now you need an additional rule for that and every time something changes shape you need to calculate its new HP based on its CON. It's just clunky and unfun. The game is full of these kinds of concessions because ultimately we are not here to a play Medieval Life Simulator 5.
Because we are Dungeons & Dragons!
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Yeah, I think Polymorph doesn't work that way because of how Concentration and Duration work. It's also been discussed in at least a couple of threads:
I can help you with that! How To Add Tooltips Example: [ spells ]Polymorph[ /spells ] (just remove the spaces)
I see. But that raises another question: is it possible to do that with 2014 content?
"spell" instead of "spells" will get you the 2014 versions of spells that have them.
pronouns: he/she/they
Thanks. I'm running a 2014 campaign, and any homebrew is going to need the old stuff.
Sometimes game elements are simplified just because they would be a headache to run.
Say a dragon turned into a 10hp humanoid, took 5 damage and then turned back into a dragon. Are they at half HP or just missing 5? Now you need an additional rule for that and every time something changes shape you need to calculate its new HP based on its CON. It's just clunky and unfun. The game is full of these kinds of concessions because ultimately we are not here to a play Medieval Life Simulator 5.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Because we are Dungeons & Dragons!