raniE
Big Bearded Guy
- Joined
- Feb 10, 2019
- Messages
- 1,988
- Reaction score
- 4,304
So you're saying that 5e is supporting my assessment? I was actually basing it more on "a Fighter in the old editions deals an extra attack to every opponent around him" and other such things, but I'm glad 5e actually agrees for once.
I'm saying a high strength fighter is absolutely superhuman at level 8 yes. They're stronger and tougher than an ogre, can do superhuman feats of athleticism and fighting etc. So it sounds like the same idea at least.
The bone-headed DC table coupled with lack of examples, actually, coupled with my opinion of corporations in general...and also the fact that the whole edition seems to be based around the assumption of everybody having loads of magic&magic items by the levels where the numbers you pointed above would become relevant!
Many games were made by corporations. Say what you want about TSR for instance, but in the chapter about height, weight, age and such they specifically mentioned the world's tallest and shortest humans, as well as the longest lived ones (as of 1989 at least). I'd say 5e actually has far less of an idea that everyone has magic items than many other versions of D&D, including old school games, and a lot of the magic is toned down from earlier editions of the game. Yes, in general D&D is high magic compared to many other games, but that's part of the buy-in.
I mean, all the other classes had Misty Step or equivalent, right? The only "problem" was that the fighter didn't have a Ring of Misty Step, 5/day, or the like...
No, some specific classes had Misty Step available and all had chosen it and all were willing to give up a limited resource to use it.
I've had a GMing friend commenting on the table a couple years ago, BTW. He likes D&D a lot more than me, and he was...less charitable than I would have been. So it kinda stuck in my memory.
Also, it's not about D&D, it's more about WotC. I mean, their designers are the ones who gave almost all the classes Misty Step, not me...right?
(I'd have given it to all classes, so we know it's not me).
Mike Mearls, who was lead designer of D&D 5e, hasn't been in charge for years at this point. Thus any rules bloat or class bloat that has happened didn't happen under exactly the same designers, so this point doesn't really make sense.
I suspect Keving Crawford's games, as a counterexample, would have better-researched DCs and better balance that wouldn't leave the Fighter in the acid-filled ditch. In fact, I remember that the DCs worked fine when I tried to run Scarlet Heroes.
I don't know about that. We just (as in 5 minutes ago) did a session of converting our 5e characters to Worlds Without Number, so I have the rule book open in pdf and I can't really find any guidelines at all for jumping. So if my character wants to jump, it's up to the GM to make a ruling as to how difficult that is, same as in 5e if your character wants to jump further than their jump distance. So up to the GM, or the group in concert, to try to figure out what a reasonable jumping distance is, how over the top they want the characters to be etc. Only difference is you don't even have a starting point, for good or ill. Can a good GM who knows (or can look up) what typical and elite values for jumping are still make a good ruling here? Of course. But the same is true for 5e. So if I wanted to do super heroic fighters I might let them make an athletics check and just add the result to their base value. You can regularly long jump 25 feet, you rolled a 9, ok you clear 34 feet this time. You can also have the failure effect be "you don't think you can make this jump" rather than "you fall in the acid". And the same holds for WWN.
Last edited: