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Switch to Forum Live View D&D Next Q&A: Action Economy, Power Creep and Monster Immunities
9 months ago  ::  Sep 27, 2012 - 8:35AM #1
WotC_Trevor
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This week's D&D Next Q&A covers "When you take an action" actions, dealing with power creep, and monster immunities!
Trevor Kidd
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9 months ago  ::  Sep 27, 2012 - 9:08AM #2
WotC_Trevor
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Sorry about that all. I had some issues pushing the blog live this morning. I was tinkering with it to try to figure out what went wrong, and ended up replacing some of Rodney's text with a paste from a previous blog. It should be fixed now though. If you see any other problems let me know! Also going to remove the comments about that mistake (but leaving it immortalized here in this post so you can all laugh at me!) just so we can get the conversation focused back on the Q&A topics.
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9 months ago  ::  Sep 27, 2012 - 9:25AM #3
Emerikol
Date Joined: Apr 23, 2009
Posts: 5,405
There was a question about the last bit.  I believe Jimbro was asking about the difference between having an immunity in the monster category and having it as a trait.  Here is my answer.  I hope it is clarifying and useful.


To answer you Jimbro, it's the difference between inheritance and an interface in programming.   In the past multiple creature types might have immunities that overlapped.  For example oozes and elementals might both be immune to being knocked prone.  Instead of burying all that in creature types, they are creating specific traits that mean things and assigning them to the monsters they apply to.  So you learn the traits and don't worry about what family or category the monster is in. 


I am actually quite pleased that OO design principles are coming into play in D&D.  It will definitely help us to use the various modules and to houserule more effectively.   This last question makes me far happier than it probably should but I can't help feeling really good about it. 
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dissociative mechanics (same as my own metagame dissonance. A great article.)
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9 months ago  ::  Sep 27, 2012 - 9:43AM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,724

The main thing to keep in mind with swifter actions is the power/cost ratio. And since the action cost is 0, you need to add a different cost (daily spell slot for example) to avoid division by 0 errors.


+1 for lateral options. Dual weapon attack is a great example of how this is done right.


+1 for oozes being immune to prone, and saying so in the ooze block.

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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9 months ago  ::  Sep 27, 2012 - 10:05AM #5
Silver_Blaze
Date Joined: Aug 22, 2007
Posts: 1,343
Well, now number 3 makes more sense.  I do like this approach, since I agree that monster type shouldn't dictate a ton of things that result in the DM hunting around in the Monster Manual.  IMO the DM should NEVER have to open the book to another page to find out what the monster abilities do.
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9 months ago  ::  Sep 27, 2012 - 10:09AM #6
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,863

Sep 27, 2012 -- 10:05AM, Silver_Blaze wrote:

Well, now number 3 makes more sense.  I do like this approach, since I agree that monster type shouldn't dictate a ton of things that result in the DM hunting around in the Monster Manual.  IMO the DM should NEVER have to open the book to another page to find out what the monster abilities do.




I can agree with that.  I hated having to search the back of the MM to make sure of traits in 3e when the PCs faced certain monsters.

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9 months ago  ::  Sep 27, 2012 - 10:16AM #7
Orzel
Date Joined: Aug 22, 2007
Posts: 3,369
I like number 3 now but I fear how more complicated monsters will look. Or less complicated ones. The current zombie is only immune to frighten and charm. Will the finished one have has 5+ other traits for the other immunities.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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9 months ago  ::  Sep 27, 2012 - 1:07PM #8
wrecan
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Haiku Time!

Action 'conomy
and "when you take an action"?
Just keep things movin.

Mitigation or
prevention of power creep?
Advantage and math.

What will be the deal 
with monster immunities?
Big and obvious. 

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9 months ago  ::  Sep 27, 2012 - 1:20PM #9
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,246
I would like to see the combined actions allow for changing the action sequence whenever applicable.
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9 months ago  ::  Sep 27, 2012 - 1:24PM #10
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Sep 27, 2012 -- 1:20PM, Mithrus wrote:

I would like to see the combined actions allow for changing the action sequence whenever applicable.




I'm not really sure what you mean.

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