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Keith Davies

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Since: Apr 14, 2004
Posts: 1608



(Msg. 61) Posted: Tue Feb 26, 2008 9:55 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
Archived from groups: rec>games>frp>dnd (more info?)

Henry Lockwood <henry.lockwood.TakeThisOut@cantab.net> wrote:
>> >> IME faster movement mostly gives more spotlight time, it rarely
>> >> really helps much in combat,
>>
>> > I find that it matters in combat quite a bit, especially if you are
>> > using Book of 9 Swords.
>>
>> Oh gods yes.
>>
>> I've found tanks often come late to the party if the encounter
>> distance is more than a round or two. The mobility guys get to haul
>> ass, can often flank and get past the meatshields, and start killing
>> the ranged guys (who are usually relatively lightly protected).
>>
>> IME the tanks make good meatshields to keep the opposition off the
>> delicate firepower, while the mobility guys and the firepower do the
>> most damage to the opponents. If the tanks get involved and
>> personal, it's usually a sign things are getting hairy.
>
> Too true! That's why I'm quite a fan of the Knight from PHB II: not
> played one yet, but the "I can take whatever you can dish, and then
> some, and nope, you still Shall Not Pass" factor has a lot going for
> it. Yes, he might not be able to do much actual hitting, but he
> doesn't need to.

Which is okay if that's what you're into. I find it a little
disappointing that the tank isn't a very good offensive fighter. You'd
think that maybe with the good protection and heavy hitting it'd be a
good fit, but it's not.

Granted, yes, he's got good defense (but not a lot higher than the
Dex-based fighter, if that), which is something you'd want here, but
that he doesn't do so well when it comes to wading in and beating on
things (for reasons previously listed) irks me a little.

I wouldn't mind so much if the agile types were more limited in their
don't-get-hitness, but when they are about as good as the tanks, and
often functionally better, I don't like it.


Keith
--
Keith Davies below you, right now: radioactive magma
keith.davies.TakeThisOut@kjdavies.org above you, right now: hard vacuum
keith.davies.TakeThisOut@gmail.com probably somewhere near you: a product with
http://www.kjdavies.org/ label warning you it is unsafe if misused

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Keith Davies

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Since: Apr 14, 2004
Posts: 1608



(Msg. 62) Posted: Tue Feb 26, 2008 10:04 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Malachias Invictus <invictusebay.TakeThisOut@yahoo.com> wrote:
>
> "DougL" <lampert.doug.TakeThisOut@gmail.com> wrote in message
> news:c381b8aa-f0b7-4174-b8bd-0ac36f009809@m23g2000hsc.googlegroups.com...
>>"Malachias Invictus" <invictuse....TakeThisOut@yahoo.com> wrote:
>> "DougL" <lampert.d....TakeThisOut@gmail.com> wrote:
>
>>> > They may be figuring "close" is good enough
>>> > even if it's not. IME fast guys actually end up a couple of points
>>> > behind on AC (in fact full plate and 12 Dex is a point better than any
>>> > other reasonable combination, and light characters don't always max
>>> > out their dex bonus to AC).
>
>>> If you are not coming close to maximum Dexterity, then you are
>>> likely right. I find that most front-liners either have a very high
>>> Dexterity, or a very low one (and most have the former). If you
>>> figure on a 16 Dexterity (which is high), you are losing 2 AC from
>>> Dexterity by going heavy (Full Plate), but gaining 4 AC from Armor
>>> (vs. a Chain Shirt). On the other hand, once you get a +4 Dexterity
>>> item, you are even. Even, that is, if you ignore weight issues,
>>> movement penalties, and armor check penalties. The higher level you
>>> get, the less that heavy armor is helping.
>
>>The chain shirt is ALWAYS behind. It has +4 max dex bonus and +4 AC.
>
> You are forgetting Mithril. Make that a +6 Max Dex, for only 1K gp.

And still cheaper than mundane full plate (1100 vs. 1800, IIRC --
mithral breastplate is 1200, again IIRC).

>>The Plate has +1 max dex bonus and +8 AC.
>
> Granted, you can get the same for Full Plate, but it costs 9K gp. At
> that point, you are probably better going Adamantine for 15K gp, and
> getting DR 3/-.

I've been tempted to give heavier armor DR on principle, and reduce the
load difficulties. Heavy armor is heavy load, unless you're proficient,
then it counts only against weight carried. Similiarly, medium armor is
medium load unless proficient. Etc.

Thus, a strong tank may be able to move at 30' in combat. The
Dex-monkey still has feats (Mobility, Spring Attack, etc.) that'll let
him move *better*, but when it comes to tactical movement they can still
be comparable. May still limit running speed, though.

I've also ignoring max Dex limits on armor, if you're proficient. In
all the training I've done (not much compared to serious practitioners)
I have only rarely *dodged* a blow. Parry or block (both of which are
only minimally affected by what I'm carrying, unless it's obstructing my
arms), redirect it somewhere it doesn't matter (a close parry that hits
my armor, good enough), and so on, but never *dodge*.

Admittedly, Dex 17 I'm not. However, if Dex counts toward defense at
all, I have no problem allowing it to do so if you're not obstructed by
your armor. And I'm willing to say that if you're proficient with your
armor, you've got the training needed to carry it without trouble.

Of course, if you're not trained, and not strong enough, you may be
sucking down ACP and load penalties. And I'm okay with that, too.

>> And if you have teleport one guess as to who the wizard is near
>> enought to to take with him.
>
> As for the other big brutes, I have not found them able to catch the
> faster characters. Generally, they get the one guy in the back, if
> they get anyone. Of course, our group also has a lot of folks with
> 40' and 50' movement, which is pretty easy to get even at low levels.

Unless, of course, you're wearing armor.


Keith
--
Keith Davies below you, right now: radioactive magma
keith.davies.TakeThisOut@kjdavies.org above you, right now: hard vacuum
keith.davies.TakeThisOut@gmail.com probably somewhere near you: a product with
http://www.kjdavies.org/ label warning you it is unsafe if misused

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Malachias Invictus

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Since: Sep 18, 2006
Posts: 459



(Msg. 63) Posted: Tue Feb 26, 2008 10:04 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Keith Davies" <keith.davies.DeleteThis@kjdavies.org> wrote in message
news:slrnfs937j.20i.keith.davies@kjdavies.org...
> Malachias Invictus <invictusebay.DeleteThis@yahoo.com> wrote:
>>
>> "DougL" <lampert.doug.DeleteThis@gmail.com> wrote in message
>> news:c381b8aa-f0b7-4174-b8bd-0ac36f009809@m23g2000hsc.googlegroups.com...
>>>"Malachias Invictus" <invictuse....DeleteThis@yahoo.com> wrote:
>>> "DougL" <lampert.d....DeleteThis@gmail.com> wrote:
>>
>>>> > They may be figuring "close" is good enough
>>>> > even if it's not. IME fast guys actually end up a couple of points
>>>> > behind on AC (in fact full plate and 12 Dex is a point better than
>>>> > any
>>>> > other reasonable combination, and light characters don't always max
>>>> > out their dex bonus to AC).
>>
>>>> If you are not coming close to maximum Dexterity, then you are
>>>> likely right. I find that most front-liners either have a very high
>>>> Dexterity, or a very low one (and most have the former). If you
>>>> figure on a 16 Dexterity (which is high), you are losing 2 AC from
>>>> Dexterity by going heavy (Full Plate), but gaining 4 AC from Armor
>>>> (vs. a Chain Shirt). On the other hand, once you get a +4 Dexterity
>>>> item, you are even. Even, that is, if you ignore weight issues,
>>>> movement penalties, and armor check penalties. The higher level you
>>>> get, the less that heavy armor is helping.
>>
>>>The chain shirt is ALWAYS behind. It has +4 max dex bonus and +4 AC.
>>
>> You are forgetting Mithril. Make that a +6 Max Dex, for only 1K gp.
>
> And still cheaper than mundane full plate (1100 vs. 1800, IIRC --
> mithral breastplate is 1200, again IIRC).

Nope. The breastplate is 4,200 gp, and full plate is 1,500 gp.

>>>The Plate has +1 max dex bonus and +8 AC.
>>
>> Granted, you can get the same for Full Plate, but it costs 9K gp. At
>> that point, you are probably better going Adamantine for 15K gp, and
>> getting DR 3/-.
>
> I've been tempted to give heavier armor DR on principle, and reduce the
> load difficulties.

Great idea.

> Heavy armor is heavy load, unless you're proficient,
> then it counts only against weight carried. Similiarly, medium armor is
> medium load unless proficient. Etc.

That is what they should have done in the first place.

> Thus, a strong tank may be able to move at 30' in combat.

As well they should. For a strong person, armor simply does not slow you
down that much. It just makes you *really* tired.

> The Dex-monkey still has feats (Mobility, Spring Attack, etc.) that'll let
> him move *better*, but when it comes to tactical movement they can still
> be comparable. May still limit running speed, though.

That would be reasonable for pretty much any armor, really.

> I've also ignoring max Dex limits on armor, if you're proficient.

Nice.

> In all the training I've done (not much compared to serious practitioners)
> I have only rarely *dodged* a blow. Parry or block (both of which are
> only minimally affected by what I'm carrying, unless it's obstructing my
> arms), redirect it somewhere it doesn't matter (a close parry that hits
> my armor, good enough), and so on, but never *dodge*.

That is my experience as well. Then again, I *have* done a quick
half-backpedal to move out of the way of a blow, and I would call that a
dodge.

> Admittedly, Dex 17 I'm not. However, if Dex counts toward defense at
> all, I have no problem allowing it to do so if you're not obstructed by
> your armor. And I'm willing to say that if you're proficient with your
> armor, you've got the training needed to carry it without trouble.
>
> Of course, if you're not trained, and not strong enough, you may be
> sucking down ACP and load penalties. And I'm okay with that, too.

Sounds good to me.

>>> And if you have teleport one guess as to who the wizard is near
>>> enought to to take with him.
>>
>> As for the other big brutes, I have not found them able to catch the
>> faster characters. Generally, they get the one guy in the back, if
>> they get anyone. Of course, our group also has a lot of folks with
>> 40' and 50' movement, which is pretty easy to get even at low levels.
>
> Unless, of course, you're wearing armor.

Well, other than light armor, anyway. Folks here only end up with 4 types
of armor: Full Plate (usually mithril or adamantine), Breastplate (always
mithril), Chain Shirt (always mithril), and Studded Leafweave (for the
Druids).

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
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Patrick Baldwin

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Since: Sep 08, 2004
Posts: 181



(Msg. 64) Posted: Tue Feb 26, 2008 10:39 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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Tetsubo <tetsubo RemoveThis @comcast.net> wrote:
>Malachias Invictus wrote:

>> Then again, I imagine very few folks would be interested in continuously
>> risking their lives like adventurers do.
>>

> Ding, Ding! We have a winner!

> I wonder what percentage of the human population would fall into the
>category of "adventurer"? I'm thinking around 1% if that.

This is something that I've contemplated a bit.

Adventurers have an incredibly dangerous job that requires
a rather small amount of actual time worked but generates
tremendous wealth.

I don't see much in the real world that's a perfect fit,
but it seems like mercenaries and oil well firefighters
are kind of in the same ballpark.

I think it's much less than 1% that are successful adventurers.

More try, I'm sure.

And most of them die.

~P.
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Sea Wasp

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Since: Mar 31, 2007
Posts: 154



(Msg. 65) Posted: Tue Feb 26, 2008 10:39 pm
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Patrick Baldwin wrote:

> I think it's much less than 1% that are successful adventurers.
>
> More try, I'm sure.
>
> And most of them die.
>

Yep. But we play (in general) the ones that DON'T die.

Extraordinary people all around, yes. But OPTIMIZED, not a chance in
hell. Many of them are the type who would NEVER optimize, because
they're too interested in everything -- poking their noses into things
better left alone, trying their hand at world-saving, governing,
justice, all that kind of dangerous stuff.






--
Sea Wasp
/^\
;;;
Live Journal: http://seawasp.livejournal.com
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Malachias Invictus

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Since: Sep 18, 2006
Posts: 459



(Msg. 66) Posted: Tue Feb 26, 2008 10:39 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Patrick Baldwin" <pax DeleteThis @osmium.mv.net> wrote in message
news:fq24ee$20cq$1@pyrite.mv.net...
> Tetsubo <tetsubo DeleteThis @comcast.net> wrote:
>>Malachias Invictus wrote:
>
>>> Then again, I imagine very few folks would be interested in continuously
>>> risking their lives like adventurers do.
>>>
>
>> Ding, Ding! We have a winner!
>
>> I wonder what percentage of the human population would fall into
>> the
>>category of "adventurer"? I'm thinking around 1% if that.
>
> This is something that I've contemplated a bit.
>
> Adventurers have an incredibly dangerous job that requires
> a rather small amount of actual time worked but generates
> tremendous wealth.
>
> I don't see much in the real world that's a perfect fit,
> but it seems like mercenaries and oil well firefighters
> are kind of in the same ballpark.

Agreed. Plus, successful mercenaries cannot get themselves raised from the
dead.

> I think it's much less than 1% that are successful adventurers.

I think it is, logically, less than 1% of that 1%.

> More try, I'm sure.
>
> And most of them die.

The vast majority, most likely. Think about all the 1st level parties that
discover the Tomb of Horrors.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
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Mark Blunden

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Since: Aug 30, 2007
Posts: 53



(Msg. 67) Posted: Wed Feb 27, 2008 12:13 am
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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"Sea Wasp" <seawaspObvious RemoveThis @sgeObviousinc.com> wrote in message
news:47C4A451.5090003@sgeObviousinc.com...
> Patrick Baldwin wrote:
>
>> I think it's much less than 1% that are successful adventurers.
>>
>> More try, I'm sure.
>>
>> And most of them die.
>>
>
> Yep. But we play (in general) the ones that DON'T die.
>
> Extraordinary people all around, yes. But OPTIMIZED, not a chance in hell.

But logically, a large percentage of the ones who don't die will be the ones
who are, by chance or design, reasonably optimised. That's WHY they haven't
died.

--
Mark.
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Malachias Invictus

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Since: Sep 18, 2006
Posts: 459



(Msg. 68) Posted: Wed Feb 27, 2008 12:13 am
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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"Mark Blunden" <markATmarkdbDOTplusDOTcom DeleteThis @addresss.invalid> wrote in message
news:13s9apcj2gj0rd8@corp.supernews.com...
> "Sea Wasp" <seawaspObvious DeleteThis @sgeObviousinc.com> wrote in message
> news:47C4A451.5090003@sgeObviousinc.com...
>> Patrick Baldwin wrote:
>>
>>> I think it's much less than 1% that are successful adventurers.
>>>
>>> More try, I'm sure.
>>>
>>> And most of them die.
>>>
>>
>> Yep. But we play (in general) the ones that DON'T die.
>>
>> Extraordinary people all around, yes. But OPTIMIZED, not a chance in
>> hell.
>
> But logically, a large percentage of the ones who don't die will be the
> ones who are, by chance or design, reasonably optimised. That's WHY they
> haven't died.

Absolutely. They are optimized for *surviving adventuring*. Funny thing,
so are optimized characters.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
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Hong Ooi

External


Since: Apr 25, 2004
Posts: 327



(Msg. 69) Posted: Wed Feb 27, 2008 12:43 am
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Peter Knutsen wrote:
> Tetsubo wrote:
>> Peter Knutsen wrote:
>>> My general approach to life is that when I don't see a person doing a
>>> difficult thing, it is because said person doesn't *have* the
>>> capability to do that difficult thing.
>>
>> It's been my experience that animals (humans included) follow the
>> path of least resistance. Doing the absolute minimum to achieve their
>> desired goals. One of my favorite quotes is, "If you have a difficult
>> job, give it to a lazy man. he will find the easiest way to do it."
>> Other than Shoalin monks and "extreme" sportsman I don't know anyone
>> that takes the most difficult path intentionally.
>
> 180 degrees wrong.
>
> We're a species of show-offs: If we can, we do.
>

You know Peter, just because you've been shown up by everyone in your
life, doesn't mean they were actually trying to show off.
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Jasin Zujovic

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Since: Aug 21, 2004
Posts: 1923



(Msg. 70) Posted: Wed Feb 27, 2008 1:50 am
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Malachias Invictus wrote:
>>> If you are not coming close to maximum Dexterity, then you are likely
>>> right.
>>> I find that most front-liners either have a very high Dexterity, or a
>>> very
>>> low one (and most have the former). If you figure on a 16 Dexterity
>>> (which
>>> is high), you are losing 2 AC from Dexterity by going heavy (Full Plate),
>>> but gaining 4 AC from Armor (vs. a Chain Shirt). On the other hand, once
>>> you get a +4 Dexterity item, you are even. Even, that is, if you ignore
>>> weight issues, movement penalties, and armor check penalties. The higher
>>> level you get, the less that heavy armor is helping.
>
>> The chain shirt is ALWAYS behind. It has +4 max dex bonus and +4 AC.
>
> You are forgetting Mithril. Make that a +6 Max Dex, for only 1K gp.

And at these stats, do you really find that Dex and light armour beats
Str and heavy armour for warriors?

A Dex 22, Str 12 character with a mithral chain shirt will have +10 AC
from armour and Dex together, +6 to attacks (Weapon Finesse) and +1 to
damage.

A Str 22, Dex 12 character with a full plate will have +9 AC from armour
and Dex, +6 to attacks and +9 to damage. There's a speed penalty and a
skill check penalty, but there's also an extra feat to spend and room
for further improvement for AC if you're willing to pay further for
mithral and Dex boosts.

The Str-based guy seems superior as a melee warrior to me, or at least
not obviously inferior.


--
Jasin
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Keith Davies

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Since: Apr 14, 2004
Posts: 1608



(Msg. 71) Posted: Wed Feb 27, 2008 6:04 am
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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Malachias Invictus <invictusebay DeleteThis @yahoo.com> wrote:
>
> "Keith Davies" <keith.davies DeleteThis @kjdavies.org> wrote in message
> news:slrnfs937j.20i.keith.davies@kjdavies.org...
>> Malachias Invictus <invictusebay DeleteThis @yahoo.com> wrote:
>>>
>>> "DougL" <lampert.doug DeleteThis @gmail.com> wrote in message
>>> news:c381b8aa-f0b7-4174-b8bd-0ac36f009809@m23g2000hsc.googlegroups.com...
>>>>"Malachias Invictus" <invictuse... DeleteThis @yahoo.com> wrote:
>>>> "DougL" <lampert.d... DeleteThis @gmail.com> wrote:
>>>
>>>>> > They may be figuring "close" is good enough
>>>>> > even if it's not. IME fast guys actually end up a couple of points
>>>>> > behind on AC (in fact full plate and 12 Dex is a point better than
>>>>> > any
>>>>> > other reasonable combination, and light characters don't always max
>>>>> > out their dex bonus to AC).
>>>
>>>>> If you are not coming close to maximum Dexterity, then you are
>>>>> likely right. I find that most front-liners either have a very high
>>>>> Dexterity, or a very low one (and most have the former). If you
>>>>> figure on a 16 Dexterity (which is high), you are losing 2 AC from
>>>>> Dexterity by going heavy (Full Plate), but gaining 4 AC from Armor
>>>>> (vs. a Chain Shirt). On the other hand, once you get a +4 Dexterity
>>>>> item, you are even. Even, that is, if you ignore weight issues,
>>>>> movement penalties, and armor check penalties. The higher level you
>>>>> get, the less that heavy armor is helping.
>>>
>>>>The chain shirt is ALWAYS behind. It has +4 max dex bonus and +4 AC.
>>>
>>> You are forgetting Mithril. Make that a +6 Max Dex, for only 1K gp.
>>
>> And still cheaper than mundane full plate (1100 vs. 1800, IIRC --
>> mithral breastplate is 1200, again IIRC).
>
> Nope. The breastplate is 4,200 gp, and full plate is 1,500 gp.

Oops, posting from work. breastplate's medium (so used to seeing
'mithral breastplate' as light armor I forgot.

And I have no idea where I got full plate at 1800.

>> I've been tempted to give heavier armor DR on principle, and reduce the
>> load difficulties.
>
> Great idea.

Thanks.

>> Heavy armor is heavy load, unless you're proficient, then it counts
>> only against weight carried. Similiarly, medium armor is medium load
>> unless proficient. Etc.
>
> That is what they should have done in the first place.

Seems simpler, too... and it's always bugged me that carrying it on your
back is easier (doesn't reduce movement if you're strong enough) than
*wearing it* as it's supposed to be used.

>> Thus, a strong tank may be able to move at 30' in combat.
>
> As well they should. For a strong person, armor simply does not slow
> you down that much. It just makes you *really* tired.

I can accept it putting a hit on overland movement, but tactical, if
you're trained for it, shouldn't be penalized.

>> The Dex-monkey still has feats (Mobility, Spring Attack, etc.)
>> that'll let him move *better*, but when it comes to tactical movement
>> they can still be comparable. May still limit running speed, though.
>
> That would be reasonable for pretty much any armor, really.

Probably.

>> I've also ignoring max Dex limits on armor, if you're proficient.
>
> Nice.

Back to the way it used to be.

>> In all the training I've done (not much compared to serious
>> practitioners) I have only rarely *dodged* a blow. Parry or block
>> (both of which are only minimally affected by what I'm carrying,
>> unless it's obstructing my arms), redirect it somewhere it doesn't
>> matter (a close parry that hits my armor, good enough), and so on,
>> but never *dodge*.
>
> That is my experience as well. Then again, I *have* done a quick
> half-backpedal to move out of the way of a blow, and I would call that
> a dodge.

How common is that compared to block and parry?

>> Admittedly, Dex 17 I'm not. However, if Dex counts toward defense at
>> all, I have no problem allowing it to do so if you're not obstructed
>> by your armor. And I'm willing to say that if you're proficient with
>> your armor, you've got the training needed to carry it without
>> trouble.
>>
>> Of course, if you're not trained, and not strong enough, you may be
>> sucking down ACP and load penalties. And I'm okay with that, too.
>
> Sounds good to me.
>
>>>> And if you have teleport one guess as to who the wizard is near
>>>> enought to to take with him.
>>>
>>> As for the other big brutes, I have not found them able to catch the
>>> faster characters. Generally, they get the one guy in the back, if
>>> they get anyone. Of course, our group also has a lot of folks with
>>> 40' and 50' movement, which is pretty easy to get even at low
>>> levels.
>>
>> Unless, of course, you're wearing armor.
>
> Well, other than light armor, anyway. Folks here only end up with 4
> types of armor: Full Plate (usually mithril or adamantine),
> Breastplate (always mithril), Chain Shirt (always mithril), and
> Studded Leafweave (for the Druids).

Well, I did mean heavier armors, but you're right, that was imprecise of
me.

And yeah, there's really only light armor or heavy armor, in the wild.
Unless you've got some kind of constraints on availability or use.


Keith
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Tetsubo

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Since: Jun 06, 2004
Posts: 460



(Msg. 72) Posted: Wed Feb 27, 2008 7:35 am
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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Sea Wasp wrote:
> Patrick Baldwin wrote:
>
>> I think it's much less than 1% that are successful adventurers.
>>
>> More try, I'm sure.
>>
>> And most of them die.
>>
>
> Yep. But we play (in general) the ones that DON'T die.
>
> Extraordinary people all around, yes. But OPTIMIZED, not a chance in
> hell. Many of them are the type who would NEVER optimize, because
> they're too interested in everything -- poking their noses into things
> better left alone, trying their hand at world-saving, governing,
> justice, all that kind of dangerous stuff.
>
>
>
>
>
>

There are optimized humans though. They may not be adventurers but they
do exist. Right off the bat I can think of a number of fast draw and
trick shot firearms experts that could be described as optimized. but
outside their narrow field of expertise they might be useless...

--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller

BLUP
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Sea Wasp

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Since: Mar 31, 2007
Posts: 154



(Msg. 73) Posted: Wed Feb 27, 2008 8:07 am
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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Tetsubo wrote:
> Sea Wasp wrote:
>
>> Patrick Baldwin wrote:
>>
>>> I think it's much less than 1% that are successful adventurers.
>>> More try, I'm sure.
>>>
>>> And most of them die.
>>>
>>
>> Yep. But we play (in general) the ones that DON'T die.
>>
>> Extraordinary people all around, yes. But OPTIMIZED, not a chance
>> in hell. Many of them are the type who would NEVER optimize, because
>> they're too interested in everything -- poking their noses into things
>> better left alone, trying their hand at world-saving, governing,
>> justice, all that kind of dangerous stuff.
>>
>>
>>
>>
>>
>>
>
> There are optimized humans though.

There are indeed.

> They may not be adventurers but
> they do exist. Right off the bat I can think of a number of fast draw
> and trick shot firearms experts that could be described as optimized.
> but outside their narrow field of expertise they might be useless...

Or at least so drastically less useful that they'd be detracting from
their own usefulness.

An ideal adventurer is one who's Damn Good in his specialty, and
maybe, if they live long enough, COULD be the best eventually, but
who's also capable of contributing even OUTSIDE their specialty. Not,
perhaps, a jack of all trades, but a flexible and rounded character
who has a lot of facets that can apply to many different situations.

>



--
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/^\
;;;
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Malachias Invictus

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Since: Sep 18, 2006
Posts: 459



(Msg. 74) Posted: Wed Feb 27, 2008 10:48 am
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.]
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"Sea Wasp" <seawaspObvious.DeleteThis@sgeObviousinc.com> wrote in message
news:47C560A3.6060902@sgeObviousinc.com...
> Tetsubo wrote:

> An ideal adventurer is one who's Damn Good in his specialty, and maybe, if
> they live long enough, COULD be the best eventually, but who's also
> capable of contributing even OUTSIDE their specialty. Not, perhaps, a jack
> of all trades, but a flexible and rounded character who has a lot of
> facets that can apply to many different situations.

*That* is an optimized character. You two are both confusing "myopically
specialized" with "optimized." An optimized character is one that is
extremely well-suited to tackling a variety of adventuring situations, not a
one trick pony.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
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Keith Davies

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Since: Apr 14, 2004
Posts: 1608



(Msg. 75) Posted: Wed Feb 27, 2008 3:55 pm
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Malachias Invictus <invictusebay.TakeThisOut@yahoo.com> wrote:
>
> "Patrick Baldwin" <pax.TakeThisOut@osmium.mv.net> wrote in message
> news:fq24ee$20cq$1@pyrite.mv.net...
>> Tetsubo <tetsubo.TakeThisOut@comcast.net> wrote:
>>>Malachias Invictus wrote:
>>
>> More try, I'm sure.
>>
>> And most of them die.
>
> The vast majority, most likely. Think about all the 1st level parties
> that discover the Tomb of Horrors.

I'm trying to remember, but IIRC there were almost no monsters (just the
one at the end, really). Much of it was "don't touch that"-type
puzzles, which I would think even low-level parties would stand a decent
chance with. When disintegration is on the line, having lots of hit
points doesn't help that much. Some, in 3e, in that if you can take
that much damage you aren't dusted, but it wasn't that hard to avoid it
altogether if you weren't dumb.


Keith
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