The way square grid movement works, if you're flying you have no reason at all not to go vertically up the same distance you go horizonal. Like, if you zip over 6 squares to the west and 6 squares north, you still only moved 6 squares, and that's still true if you also moved 6 squares up off the ground. What this essentially means is that flying characters are always at the maximum height allowed by the room, or they're one move away from 5ft off the ground, if they use melee attacks. At that point you might as well just say vertical height in combat is irrelevant, there's just a Flying condition that says "you're out of reach for melee and AoE except by other Flying creatures," like in Magic the Gathering. It would cut out a lot of what I consider to be fairly annoying Battle Trigonometry with cones and creature height and cover. I really don't think you'd be losing much and then you wouldn't have to project an imaginary 3rd axis on top of your battle map that half the players seemingly are incapable of visualizing. And you wouldn't have to ask how high the ceiling is all the time. Is it too low to fly? Simple. You can slap "low" in your freakin box text, every single room, and not even feel it in the page count. And it would make it blaring obvious that flight is a big defensive power, for those poor DMs who haven't learned the hard way.
I'm pretty sure this is how Warhammer 40k does it.
The way square grid movement works, if you're flying you have no reason at all not to go vertically up the same distance you go horizonal. Like, if you zip over 6 squares to the west and 6 squares north, you still only moved 6 squares, and that's still true if you also moved 6 squares up off the ground. What this essentially means is that flying characters are always at the maximum height allowed by the room, or they're one move away from 5ft off the ground, if they use melee attacks. At that point you might as well just say vertical height in combat is irrelevant, there's just a Flying condition that says "you're out of reach for melee and AoE except by other Flying creatures," like in Magic the Gathering. It would cut out a lot of what I consider to be fairly annoying Battle Trigonometry with cones and creature height and cover. I really don't think you'd be losing much and then you wouldn't have to project an imaginary 3rd axis on top of your battle map that half the players seemingly are incapable of visualizing. And you wouldn't have to ask how high the ceiling is all the time. Is it too low to fly? Simple. You can slap "low" in your freakin box text, every single room, and not even feel it in the page count. And it would make it blaring obvious that flight is a big defensive power, for those poor DMs who haven't learned the hard way.
I'm pretty sure this is how Warhammer 40k does it.
Actually, that's still 12 squares. They are limited by their Speed, which is a measurement of distance able to travel in one round (a speed of 30 is 30 feet). That would include vertical and horizontal movement, because it is a total of movement, not really a grid system.
However, I am willing to bet that most VTTs don't operate that way, lol.
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Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I would love if diseases were actually fleshed out and made into a real hazard for the game, but it looks like that's not gonna happen...😑
Disease is one o fthose things that a lot of folks are uncomfortable with, unless it is something like vampirism or lycanthropy, lol.
But aso, Disease puts a lot of the DM. IT really sorta requires more time tracking than most people do. I, too, would love to see it, but I'm the sort that loves to have them crawl through a sewer to break into the BBEG lair from an unexpected direction and would roll to see if they contract any sickness from it.
Probably why I have expanded the options beyond the three listed in the DMG. But I am wicked and unmerciful, so of course they are andromeda strain and captain trips and then I did parasites...
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
As a note, I am working on some changes to the bastion system for my game, and since I use Renown, I plan to tie Bastions to it.
I mentioned that in my feedback, as well -- it is a much ore useful way to determine when something like a bastion can or should be awarded.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I would love if diseases were actually fleshed out and made into a real hazard for the game, but it looks like that's not gonna happen...😑
5e has done away with the miscellaneous hazards that just require you to spend a day of downtime while the cleric changes his prepared spell list, and that's pretty much what disease was in prior editions. In general long duration afflictions on players are not popular.
I would love if diseases were actually fleshed out and made into a real hazard for the game, but it looks like that's not gonna happen...😑
That would be cool, because the 2014 version had like one sample and one paragraph on making diseases, which is nowhere near enough. Literally, just a couple of pages would do.
Personally though, I only like diseases in specific rare settings, but them being a hazard might be a neat obstacle for some groups.
I would love if diseases were actually fleshed out and made into a real hazard for the game, but it looks like that's not gonna happen...😑
Disease is one o fthose things that a lot of folks are uncomfortable with, unless it is something like vampirism or lycanthropy, lol.
Yeah I suspect that's because the most common diseases in the respective time period were gastrointestinal diseases and folks are uncomfortable RPing their characters bodily excretions.
I would love if diseases were actually fleshed out and made into a real hazard for the game, but it looks like that's not gonna happen...😑
Disease is one o fthose things that a lot of folks are uncomfortable with, unless it is something like vampirism or lycanthropy, lol.
Yeah I suspect that's because the most common diseases were gastrointestinal diseases and folks are uncomfortable RPing their characters bodily excretions.
Which is why you just change the common types of diseases because this is a fantasy world.
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I would love if diseases were actually fleshed out and made into a real hazard for the game, but it looks like that's not gonna happen...😑
Disease is one o fthose things that a lot of folks are uncomfortable with, unless it is something like vampirism or lycanthropy, lol.
Yeah I suspect that's because the most common diseases in the respective time period were gastrointestinal diseases and folks are uncomfortable RPing their characters bodily excretions.
The amateur historian in me wants to chuckle, because they weren't the most common, but your point is well deserved and quite funny.
Among the most common diseases was indeed dysentery (The Flux), and it was derived often from the use of waterways as sewer cleaning and dumping locales. But also, Influenza (the Flu), diphtheria, measles, the common cold, chicken pox, typhoid, smallpox, and tuberculosis.
Gangrenous ergotism would flare up now and again -- one German outbreak lake in era led to it being called Hellfire disease, but mostly it was called Saint Anthony's Fire. This is because Leprosy was common.
Infant mortality was at around 70%, and mother mortality was about 50%. Children living to 6 is a fairly standard measure, and that figure was generally 7 out of 10 dying by the age of 6 (which stayed that high until the early 1900's). A third of those from 7 to 15 would die, as well.
And that's not counting the single greatest hazard to anyone who would be involved in seriously risky stuff (like, say, adventuring): infection. Serious cuts, major wounds, broken limbs -- all of these were pretty much a strong sign that death was coming soon, because the conditions that enabled all the above diseases also encouraged the growth and spread of infections.
None of which does much to feel fantastical or heroic, lol. Disease isn't something that really works well for like 90% of games, easy. Especially if it is a "normal" disease.
The DMG suggests using it as an adventure driver (because it is fairly easy to have a village be sick, have the party solve the problem, and have the village get well -- showing a change in the world around the as a direct consequence of their actions) and it does provide some "unusual" diseases that can be used, with a notable point of not really providing a way to contract them for player characters.
A simple Con roll versus a basic DC in most cases is sufficient to represent possible contraction -- the more communicable a disease is, the higher the DC. For example, Influenza would be akin to a 15 or higher, while TB might be a 12, and small pox is a 20.
The presence of spells which can cure disease was kinda required in the 1e days, when it was possible to use them with some really complicated tables, but these days there isn't a spell that specifically does it in the base game. "Heal" cures diseases (healing spells that don't include the word "wounds" often do) but the spells themselves are usually much higher level, so in game terms are harder to get or more expensive for everyday folks.
Antibiotics, vaccines, and hygiene improvements are the three big things that allow us to avoid existing in the same circumstances.
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Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I’d guess they’re getting rid of diseases, because iirc, the UA dropped the paladin ability to cure diseases. Possibly because they realized there aren’t really any RAW diseases to cure. And they never had the cure disease spell from earlier editions. Alternatively, they are tying to make diseases much, much more dangerous.
I’d guess they’re getting rid of diseases, because iirc, the UA dropped the paladin ability to cure diseases. Possibly because they realized there aren’t really any RAW diseases to cure. And they never had the cure disease spell from earlier editions. Alternatively, they are tying to make diseases much, much more dangerous.
Here's what the packet said about it:
DESIGN NOTE: DISEASE In the 2014 versions of the Monk and Paladin, both classes gained immunity to disease. That immunity has been removed from the playtest versions of the classes because the word “disease” doesn’t have a solid meaning in the rules, and for years, the rules have delivered disease-like effects through the Poisoned condition. The game will continue to use the condition in that fashion.
I'd guess diseases / plagues are going to be more plot obstacles than sometimes-combat-rules going forward.
I think they're either dropping diseases or they're tying them into the Poisoned condition.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Without any mechanics to roll proficiencies there is literally no reason for a player to choose them.
there are only 2 tool proficinacies that have a in game use. Herbalism to make healing potions and thieves tools to be able to pick locks.
Xanathar's has additional tool uses that will most likely end up in the new DMG. In addition, if you have both a tool and skill that apply to a given check, you get automatic advantage (e.g. Disguise Kit + Deception).
Without any mechanics to roll proficiencies there is literally no reason for a player to choose them.
there are only 2 tool proficinacies that have a in game use. Herbalism to make healing potions and thieves tools to be able to pick locks.
Xanathar's has additional tool uses that will most likely end up in the new DMG. In addition, if you have both a tool and skill that apply to a given check, you get automatic advantage (e.g. Disguise Kit + Deception).
Very little use, there needs to be more or just get rid of them completely
Without any mechanics to roll proficiencies there is literally no reason for a player to choose them.
there are only 2 tool proficinacies that have a in game use. Herbalism to make healing potions and thieves tools to be able to pick locks.
Xanathar's has additional tool uses that will most likely end up in the new DMG. In addition, if you have both a tool and skill that apply to a given check, you get automatic advantage (e.g. Disguise Kit + Deception).
Very little use, there needs to be more or just get rid of them completely
There needs to be less magic, in the game. It's killing all other aspects of the game, skill proficiencies -> irrelevant just just Borrowed Knowledge + Enhance ability, disguise kit -> irrelevant just use Disguise Self, foraging / cooking -> irrelevant just use Goodberry, climbing / swimming -> irrelevant just use low level teleporation & Water Walk.... etc...
Especially in a game that is essentially created intentionally to be "low magic item". If players can create magical items, then that whole concept goes out the window.
IT would also seriously disrupt the other portions, where magical items are described as being things that "the knowledge of making was lost long ago". While lost knowledge can be found again, making it common knowledge is a separate issue, and has some big impact on worldbuilding decisions, even if that includes a restriction to only "certain kinds of people".
There would need to be a mechanism put in there to really make crafting magical items a challenge if they are going to keep that kind of "low magic item" ethos going -- which is why I wonder if they are just going to open it up, discarding that element.
D&D generic was never created to be a low magic item system and never said the knowledge of making magic items being lost. That is campaign specific concepts.
Without any mechanics to roll proficiencies there is literally no reason for a player to choose them.
there are only 2 tool proficinacies that have a in game use. Herbalism to make healing potions and thieves tools to be able to pick locks.
Xanathar's has additional tool uses that will most likely end up in the new DMG. In addition, if you have both a tool and skill that apply to a given check, you get automatic advantage (e.g. Disguise Kit + Deception).
Very little use, there needs to be more or just get rid of them completely
There needs to be less magic, in the game. It's killing all other aspects of the game, skill proficiencies -> irrelevant just just Borrowed Knowledge + Enhance ability, disguise kit -> irrelevant just use Disguise Self, foraging / cooking -> irrelevant just use Goodberry, climbing / swimming -> irrelevant just use low level teleporation & Water Walk.... etc...
I am not talking about crafting jut magic items, I’m talking about crafting in general.
Without any mechanics to roll proficiencies there is literally no reason for a player to choose them.
there are only 2 tool proficinacies that have a in game use. Herbalism to make healing potions and thieves tools to be able to pick locks.
And yet, my group manages to use them. My character with masonry tool proficiency got a bonus when interacting with some stone masons, for example. It’s a matter of the player pointing it out to their DM why they should, and a DM who realizes that it’s sensible.
Not everything needs to be spelled out. Not every situation can be covered in the rules. Sometimes, spelling things out, in fact, works against you as it can stifle creative uses of skills and tools.
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As an aside because my brain is on fire tonight,
The way square grid movement works, if you're flying you have no reason at all not to go vertically up the same distance you go horizonal. Like, if you zip over 6 squares to the west and 6 squares north, you still only moved 6 squares, and that's still true if you also moved 6 squares up off the ground. What this essentially means is that flying characters are always at the maximum height allowed by the room, or they're one move away from 5ft off the ground, if they use melee attacks. At that point you might as well just say vertical height in combat is irrelevant, there's just a Flying condition that says "you're out of reach for melee and AoE except by other Flying creatures," like in Magic the Gathering. It would cut out a lot of what I consider to be fairly annoying Battle Trigonometry with cones and creature height and cover. I really don't think you'd be losing much and then you wouldn't have to project an imaginary 3rd axis on top of your battle map that half the players seemingly are incapable of visualizing. And you wouldn't have to ask how high the ceiling is all the time. Is it too low to fly? Simple. You can slap "low" in your freakin box text, every single room, and not even feel it in the page count. And it would make it blaring obvious that flight is a big defensive power, for those poor DMs who haven't learned the hard way.
I'm pretty sure this is how Warhammer 40k does it.
Actually, that's still 12 squares. They are limited by their Speed, which is a measurement of distance able to travel in one round (a speed of 30 is 30 feet). That would include vertical and horizontal movement, because it is a total of movement, not really a grid system.
However, I am willing to bet that most VTTs don't operate that way, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Disease is one o fthose things that a lot of folks are uncomfortable with, unless it is something like vampirism or lycanthropy, lol.
But aso, Disease puts a lot of the DM. IT really sorta requires more time tracking than most people do. I, too, would love to see it, but I'm the sort that loves to have them crawl through a sewer to break into the BBEG lair from an unexpected direction and would roll to see if they contract any sickness from it.
Probably why I have expanded the options beyond the three listed in the DMG. But I am wicked and unmerciful, so of course they are andromeda strain and captain trips and then I did parasites...
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
As a note, I am working on some changes to the bastion system for my game, and since I use Renown, I plan to tie Bastions to it.
I mentioned that in my feedback, as well -- it is a much ore useful way to determine when something like a bastion can or should be awarded.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
5e has done away with the miscellaneous hazards that just require you to spend a day of downtime while the cleric changes his prepared spell list, and that's pretty much what disease was in prior editions. In general long duration afflictions on players are not popular.
That would be cool, because the 2014 version had like one sample and one paragraph on making diseases, which is nowhere near enough. Literally, just a couple of pages would do.
Personally though, I only like diseases in specific rare settings, but them being a hazard might be a neat obstacle for some groups.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Yeah I suspect that's because the most common diseases in the respective time period were gastrointestinal diseases and folks are uncomfortable RPing their characters bodily excretions.
Which is why you just change the common types of diseases because this is a fantasy world.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.The amateur historian in me wants to chuckle, because they weren't the most common, but your point is well deserved and quite funny.
Among the most common diseases was indeed dysentery (The Flux), and it was derived often from the use of waterways as sewer cleaning and dumping locales. But also, Influenza (the Flu), diphtheria, measles, the common cold, chicken pox, typhoid, smallpox, and tuberculosis.
Gangrenous ergotism would flare up now and again -- one German outbreak lake in era led to it being called Hellfire disease, but mostly it was called Saint Anthony's Fire. This is because Leprosy was common.
Infant mortality was at around 70%, and mother mortality was about 50%. Children living to 6 is a fairly standard measure, and that figure was generally 7 out of 10 dying by the age of 6 (which stayed that high until the early 1900's). A third of those from 7 to 15 would die, as well.
And that's not counting the single greatest hazard to anyone who would be involved in seriously risky stuff (like, say, adventuring): infection. Serious cuts, major wounds, broken limbs -- all of these were pretty much a strong sign that death was coming soon, because the conditions that enabled all the above diseases also encouraged the growth and spread of infections.
None of which does much to feel fantastical or heroic, lol. Disease isn't something that really works well for like 90% of games, easy. Especially if it is a "normal" disease.
The DMG suggests using it as an adventure driver (because it is fairly easy to have a village be sick, have the party solve the problem, and have the village get well -- showing a change in the world around the as a direct consequence of their actions) and it does provide some "unusual" diseases that can be used, with a notable point of not really providing a way to contract them for player characters.
A simple Con roll versus a basic DC in most cases is sufficient to represent possible contraction -- the more communicable a disease is, the higher the DC. For example, Influenza would be akin to a 15 or higher, while TB might be a 12, and small pox is a 20.
The presence of spells which can cure disease was kinda required in the 1e days, when it was possible to use them with some really complicated tables, but these days there isn't a spell that specifically does it in the base game. "Heal" cures diseases (healing spells that don't include the word "wounds" often do) but the spells themselves are usually much higher level, so in game terms are harder to get or more expensive for everyday folks.
Antibiotics, vaccines, and hygiene improvements are the three big things that allow us to avoid existing in the same circumstances.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I’d guess they’re getting rid of diseases, because iirc, the UA dropped the paladin ability to cure diseases. Possibly because they realized there aren’t really any RAW diseases to cure.
And they never had the cure disease spell from earlier editions.
Alternatively, they are tying to make diseases much, much more dangerous.
Here's what the packet said about it:
I'd guess diseases / plagues are going to be more plot obstacles than sometimes-combat-rules going forward.
I think they're either dropping diseases or they're tying them into the Poisoned condition.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
RIP to the age-old tradition of saying that the Monk and Paladin lifestyles make you particularly suited to drinking and sleeping around.
Without any mechanics to roll proficiencies there is literally no reason for a player to choose them.
there are only 2 tool proficinacies that have a in game use. Herbalism to make healing potions and thieves tools to be able to pick locks.
Xanathar's has additional tool uses that will most likely end up in the new DMG. In addition, if you have both a tool and skill that apply to a given check, you get automatic advantage (e.g. Disguise Kit + Deception).
Very little use, there needs to be more or just get rid of them completely
There needs to be less magic, in the game. It's killing all other aspects of the game, skill proficiencies -> irrelevant just just Borrowed Knowledge + Enhance ability, disguise kit -> irrelevant just use Disguise Self, foraging / cooking -> irrelevant just use Goodberry, climbing / swimming -> irrelevant just use low level teleporation & Water Walk.... etc...
D&D generic was never created to be a low magic item system and never said the knowledge of making magic items being lost. That is campaign specific concepts.
I am not talking about crafting jut magic items, I’m talking about crafting in general.
And yet, my group manages to use them. My character with masonry tool proficiency got a bonus when interacting with some stone masons, for example. It’s a matter of the player pointing it out to their DM why they should, and a DM who realizes that it’s sensible.
Not everything needs to be spelled out. Not every situation can be covered in the rules. Sometimes, spelling things out, in fact, works against you as it can stifle creative uses of skills and tools.