Here’s a quick glance at some of the nearly completed parts of the Level Up: Advanced 5th Edition core rulebook! Awesome layout by Frank Michienzi. Art from Claudio Pozas and Shen Fei. Writing from a diverse team of awesome D&D experts.
I'm not sure I get this. Could you explain using in-game terminology?If B & any +1 weapon bypasses resist to nonmagical bps I wonder if there will be some way to extend the badly asymmetrical shedding of weighted clothing the power limiter a +1 weapon to martials grants over to casters with spell tags or something.
I'm not sure where I lost you so I'll try the scattergun approachI'm not sure I get this. Could you explain using in-game terminology?
I'm going to be brutally honest with you: your lack of punctuation and frequent use of non-game terminology (even with helpful links to explain it) often makes it difficult to follow what you say.I'm not sure where I lost you so I'll try the scattergun approach
I have heard it repeatedly said that, back in Basic/1e, it was said you only got into combat when you failed every other method. Perhaps the issue is less with these resistances and more with the game for failing to provide other options for killing or stopping foes.
- A: "resistant to nonmagical bludgeoning piercing & slashing damage" is used extensively on creatures and it doesn't matter if that is just right over or underused.
- B: energy damage is fire/cold/acid/etc & monsters with one or more energy resist as well as one or more energy immune in their statblock are common, it doesn't matter if this is just right over or underused.
Agreed on both of these. Although the DMG has some very vague guidelines for making spells (and those overtuned spells are there for rather dumb reasons, IMO).
- C: There is probably some ballark estimate method for determining for how high the bar should be for a class or ability & maybe a vague guesstimate for if something (ability, magic item, spell whatever) is too much or too little.
- D: With all of that out spells need to be pegged towards some ballpark of how good a spell should be using whatever method wotc uses for C. That even applies to the "intentionally overtuned" ones or they wouldn't be able to say "yea we managed to overtune that one". This also applies to nondamage spells like buffs, debuffs, battlefiled control spells etc.
As I briefly talked about in another thread (the one about adding a thing to the game, re: the Bloodied condition), there's a difference between a scripted story and an RPG. In a story, you can control exactly what everyone can or can't do and, in the case of some of the "power limiters" mentioned in the link, make stuff up later on to explain sudden enormous leaps in strength. And you want to hold off on showing the best of your character's abilities until it's dramatically appropriate.
- E: In anime/manga/etc it's not uncommon for a character to reveal that they have bee secretly holding back much of of their strength with some kind of power limiter & this frequently comes in the form of weighted clothes like this & this
To be fair, there never was. It's just that there's a lot more casters now than there were in Ye Olden Days, and casters now advance at the same rate as martials, instead of slower.
- F: There is no guidance from wotc for balancing caster players against martial ones if you don't give out magic weapons & they take great pains to show that such a situation should rarely happen
the AL stuff is included along with all of the other stuff because it shows how strong the pattern wotc has with magic weapons not being rare even while pegging so many spells & so much monster design around some what if no magic weapons were available. The player switching from their cursed nonmagical weapon to a magical weapon is no different from removing a limiter like the weighted clothes or calling engineering & telling him to realign the dilythium crystals & warp core or whatever. The important part is that it's a massive jump well beyond +5% to hit & +1 damage for martials while no equivalent exists for casters & characters focused on nondamage aspects of combat with abilities largely tuned towards the no magic weapon martial.I'm going to be brutally honest with you: your lack of punctuation and frequent use of non-game terminology (even with helpful links to explain it) often makes it difficult to follow what you say.
I have heard it repeatedly said that, back in Basic/1e, it was said you only got into combat when you failed every other method. Perhaps the issue is less with these resistances and more with the game for failing to provide other options for killing or stopping foes.
Example: lycanthropes. I'm working on fixing up my list of templates (as I mentioned elsewhere) and in this list, re-included the idea of allergens--wolvesbane and the like. So even if there are no magical or silvered weapons in the party, a normal weapon could be used to deliver that sort of toxin to help defeat a werebeast.
Agreed on both of these. Although the DMG has some very vague guidelines for making spells (and those overtuned spells are there for rather dumb reasons, IMO).
As I briefly talked about in another thread (the one about adding a thing to the game, re: the Bloodied condition), there's a difference between a scripted story and an RPG. In a story, you can control exactly what everyone can or can't do and, in the case of some of the "power limiters" mentioned in the link, make stuff up later on to explain sudden enormous leaps in strength. And you want to hold off on showing the best of your character's abilities until it's dramatically appropriate.
In an RPG, you not only can't control what the players can do in a particular battle (unless you're a jerk of a GM), but it doesn't make sense for an NPC to try to minimize damage to themselves by hauling out the big guns early. Every round you spend not showing your final form is a round you risk getting offed by a player who's spent a lot of time looking over their character sheet and thinking up the best combos.
To be fair, there never was. It's just that there's a lot more casters now than there were in Ye Olden Days, and casters now advance at the same rate as martials, instead of slower.
Also to be fair, many (non-AL) GMS put magic items out because they seem cool or fit the adventure. In my last adventure, I gave my 6th-level PCs a legendary and a rare magic item (iron flask, bowl of commanding water elementals) because, well, they were storming a wizard's tower, and the fact that the wizard did a lot of summoning and enslaving of elementals was key to the plot.