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#476 | |
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the finest weed in the sou
Join Date: Aug 2005
Location: Chicago
AKA: Grayson, Geethree, Turtle Tomorrow
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Quote:
Per hit, the flaming longsword deals 2.5 extra damage (compared to a +1 alternative). That's not a ton though it may be the better choice for some characters. And sometimes extra damage is meaningless (such as against minions or enemies with very low HP). And you have to weigh that extra damage against the opportunity cost of the occasional missed attack. The difference between these two became especially striking in 4e, where you're not just rolling a basic attack roll - your powers also have on-hit effects. For many characters, a little extra damage is much less important than triggering their class abilities. And that, I think, is the big problem with +1/2/etc. enchantments. If they're necessary for progression, then they become something you take for granted. They're something the DM has to dole out as a rule, and so they aren't special. And, regardless, even if they aren't necessary for progression, then "hitting more often" is still considerably better than "dealing a little more damage per hit," especially when you're dealing with +2, +3, etc. Over time that becomes a big sucker's bet. I'll take +3 attack over almost any damage bonus. You need a system where "+attack" and "+damage" are actual choices, and in 3e and 4e they really aren't. Hopefully 5e addresses that. Last edited by Tortuga Mañana; 2012-05-23 at 11:46 AM. |
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#477 | |
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Join Date: Aug 2005
Location: Nashville, TN
AKA: Jason
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This might not be completely correct, but my sense of the 4e math is that a +1 to hit is generally worth a +2 to damage. I'd rather see it so that you could have an Accurate Longsword that gave an accuracy bonus, or a Flaming Longsword that gave a damage bonus while it was on fire and other stuff. Or just a Mighty Longsword that gives a slightly bigger damage bonus without other effects. edit: RE: Inherent Bonuses. I like using Inherent Bonuses to fix the system math because requiring magic items for math progression is incredibly lame, but I also think it makes 4e magic items even less interesting because they no longer provide any mathematical benefit, and just give the boring powers of 4e items. Magic items should always be interesting and useful. Last edited by Lizard Wizard; 2012-05-23 at 11:55 AM. |
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#478 | |
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Hi little guy!
Join Date: Aug 2005
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Quote:
1d12+1d6 averages to 10. Hitting 50% of the time is 5 DPA 1d12+1 averages to 7.5. Hitting 55% of the time is 4.125 DPA
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#479 |
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the finest weed in the sou
Join Date: Aug 2005
Location: Chicago
AKA: Grayson, Geethree, Turtle Tomorrow
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Accurate Longsword: +1 to attack
Mighty Longsword: +2 to damage Flaming Longsword: Daily power, minor to activate, for duration of encounter, +1d6 fire damage I think something like that, at very low levels, is a reasonable balance if my math is right (and if 5e math is comparable to 3e and 4e). It will always depend on the character, though. A ranger who fires two arrows per turn likes +1 a lot more than the fighter who swings a longsword. A barbarian who mostly mows through minions will probably want a flaming greataxe to use against the boss. Etc. And even then you still do not necessarily solve the whole "+attack is a lot better than a 'balanced' +damage if you have on-hit effects." edit: Sven, it is flat better mathematically and like I said, at low levels it may be a better choice for some characters. But D&D characters are not measured according to their DPA. In 4e, at least, you're making, what, 3-5 attacks per encounter, on average? The difference between +2 attack and +2d6 damage is huge. Maybe not mathematically, over time, but that's pretty significant in reducing swinginess in combat. Rolling a bunch of high damage attacks against some goblins doesn't balance out missing 4 times in a row versus a boss. Last edited by Tortuga Mañana; 2012-05-23 at 12:04 PM. |
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#480 | |
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Sophisticated Ignorance
Join Date: Mar 2007
Location: Dayton, Ohio
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Quote:
4e's static damage type alteration provided through the weapons means that you've got much more width and breadth available to power-choice, when playing builds like, say, a Storm Sorcerer, or an Exorcist of the Silver Flame.
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Write my curses in cursive FO 2011-2012 BQBL, 2011-2012 Survivor III, 2012 March Madness Brackets |
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#481 |
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Join Date: Aug 2005
Location: Nashville, TN
AKA: Jason
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A longsword that is on fire should be useful generally, not just to system mastery builds.
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#482 |
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The beach life chose me.
Join Date: Aug 2005
Location: NC
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Yeah, for all that I think you're being a bit too hard on the 4E magic items system, that's a generally good design choice. I think it might have been better if it was +1d6 fire damage once per encounter or something. The problem with giving a flaming sword a flat damage bonus is that it gets exponentially better as attacks per round go up. If you can attack twice as often with the same accuracy, that sword is twice as good for you, and multi-attacks are already crazy good.
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#483 | |
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Join Date: Aug 2005
Location: Nashville, TN
AKA: Jason
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ENWorld has posted guidelines for discussing the playtest there, and I infer from it that the play agreement isn't going to allow completely public discussion:
http://www.enworld.org/forum/new-hor...-here-enw.html Quote:
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#484 |
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Cheap Date
Join Date: Aug 2005
Location: Mercersburg, PA
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So... anyone can see these rules, but you can't talk about them?
Granted, ENWorld has typically been really interested in minding their P's and Q's. |
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#485 |
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Bob The Butcher
Join Date: Aug 2005
AKA: Foghorn Leghorn, Mandingo Jones
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anything talked about here would probably get reposted to SA pretty quickly
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MOCK THE PLANET
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#486 |
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the finest weed in the sou
Join Date: Aug 2005
Location: Chicago
AKA: Grayson, Geethree, Turtle Tomorrow
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I imagine ENWorld just wants to prevent people from copy-pasting huge chunks of rules text. I doubt WOTC cares if people on some forums discuss the rules in detail, assuming such discussion doesn't involve verbatim, playable rules text.
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#487 |
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Join Date: Aug 2005
Location: Nashville, TN
AKA: Jason
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Wizards is supposed to create their own forum for discussion, but that's different than a big public forum like ENWorld or even our own humble thread. I'm not sure how thoroughly we'll be able to talk about what works and what doesn't if it has to be like "I think what the rogue does could use some work."
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#488 | |
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Traveling Man
Join Date: Aug 2005
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Quote:
What breaks that down completely in 3rd edition is the existence of the (Greater) Magic Weapon spell. For 3rd-level spell slot the fighter suddenly gets to have the best of both worlds all day long, and so any party with that spell would want +1 (Flaming/Icy/'Lectric/Stunning/etc.) weapons instead. ON-TOPIC: It's going to be incredibly hard to discuss the playtest without bringing up specific mechanics. That's the POINT of a playtest, to bring specific mechanics under a magnifying glass to see if they work.
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#489 |
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Hi little guy!
Join Date: Aug 2005
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In what world are you playing where you need an 18 to hit? That's not even a real scenario unless your DM is just a dick.
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#490 | |
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Traveling Man
Join Date: Aug 2005
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Quote:
Fighters get iterative attacks in 3rd edition. The damage from those is just as valuable, and it's awfully likely to need a high attack roll given the stacking -5 penalty on them.
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#491 |
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Hi little guy!
Join Date: Aug 2005
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Right, forgot about that stupid as shit mechanic. I hope like hell that doesn't come back for 5e. -5 per consecutive was bloody stupid.
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#492 | |
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the finest weed in the sou
Join Date: Aug 2005
Location: Chicago
AKA: Grayson, Geethree, Turtle Tomorrow
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Quote:
"I like the wizard's spell list - it includes all the classic spells I'm looking for! I love casting magic missile." "I hate the wizard's spell list! Where is magic missile?? I'm giving up D&D forever!!" and less comments like: "Magic missile's DPS is quite sub-optimal *adjusts glasses*" "I've run a thorough analysis of this rogue's schemes projected viability at level 20 and I have to say I have some serious concerns." But again I don't think WOTC is really concerned with keeping a public playtest under wraps. I'm sure we'll be able to discuss specific mechanics. WOTC just doesn't want other people to be able to play the system based on our forum posts. |
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#493 |
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Join Date: Aug 2005
Location: Nashville, TN
AKA: Jason
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I actually wrote at DDXP that Magic Missile didn't do enough damage
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#494 |
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Coolest ice fairy around
Join Date: Oct 2009
Location: La Verne, CA
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Reading through the magical item thing, I'm struck with two thoughts.
First, that all their vaunted claims of cool items will be worthless if they're making the math as flat as they're claiming to. Under this sort of situation, I don't give two fucks if you hand me the coolest sounding sword in the world if a much less cool one lets me hit monsters better. You wanna know when magic items really, really felt cool? When I played 4e with inherent bonuses and never had to care, ever, about how it effected the actual mechanics of combat. Instead I could focus entirely on what sort of weird and cool stuff it does. I could have like two magic items tops and everything still worked out perfectly. So if you're going for completely flattened math, you sure as hell better make sure those +5 swords aren't roaming around. Secondly, I can't help but feel that Schwalb's biggest problem, the biggest reason magical items no longer feel cool, is simply because he's no longer 12. There's always - always - a lot of talk about "Getting back the FEEL of D&D," and that always seems to be followed by "So we're changing it back to how it was When I First Played It." |
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#495 |
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Join Date: Aug 2005
Location: Nashville, TN
AKA: Jason
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Yeah, the big problem is def that he's a baby and not that 4e items are boring as shit
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#496 |
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Coolest ice fairy around
Join Date: Oct 2009
Location: La Verne, CA
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#497 |
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The beach life chose me.
Join Date: Aug 2005
Location: NC
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3E and 4E making items more or less fundamental parts of a character was dumb, and contributes to them not feeling cool. I think it would be more interesting if characters could only use a small number of magic items at a time. Like, maybe three, tops, not including things like potions and alchemy. If any individual character only has one or two items, then you have "Cormac, who has an awesome lightning gauntlet" and not "Cormac, who has a lightning gauntlet and six other items."
But all the problems with magic items aside, rose colored glasses for the game you played when you were 12 is actually a big problem with RPG design. |
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#498 | |
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The Good Kind of Cancer
Join Date: Mar 2007
Location: Dayton, Ohio
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Quote:
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#499 |
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the finest weed in the sou
Join Date: Aug 2005
Location: Chicago
AKA: Grayson, Geethree, Turtle Tomorrow
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D&D threads are terrible enough. Can we please not turn this into ProfessorCirno's Magnificent Mansion.
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#500 | |
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Coolest ice fairy around
Join Date: Oct 2009
Location: La Verne, CA
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Quote:
One of the main problems I've seen with a lot of talk elsewhere on how people would "fix" fighters would be to make magical items a sort of "class ability" for them. While that works for some people, I can't imagine anything more boring then having the "fighter" become little more then a list of Toys Someone Else Made For Him. In my totally perfect ideal game, a character would have, like, one major defining magic item, maybe two or so minor ones. Or no major magic item and a few different odds, ends, and strange devices that does who the hell knows what. There's plenty of space for both the archtype of the "Elric" style character who's characterized just as much by his magical sword as he is by his other character traits, and for the "Fafnir and the Grey Mouser" style character who constantly get cool magic weapon, then throw them or break them or otherwise lose them in an adventure, only to replace them again, and keeps the name for them the whole way through. Edit: Or the "Iron Man" who's decked out in a ton of magical equipment but, like, that is his class, Being The Guy With All The Cool Equipment. AKA the Artificer. But "Iron Man" shouldn't really be the default for the Fighter. |
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