Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
OK, That's fair and I can get that. But as it stands now it is a build in game mechanic to be used by the DM.
If we REALLY want to lay the wire bare and explain the reason why there is no in game canonical way to become legendary (so far) is because as soon as the is a mechanic to do it players are going to do it and then we are back to square 1 with the players mashing the boss to paste because they have superior action economy.
There happy?
ps. I hate myself that your current explanation made more sense to me then your other examples.
pps. And from that explanation I believe you when you say your a designer, ether that or just generally well read enough.
You're right, naturally, that players would want to get those things. Whether that's an issue or not is up for a different debate, naturally.
In any event, I appreciate the exchange. The time flew by. :D
XD
Then make this dragon a chosen one of some god with time manipulation ability. And all the chosen one from this god have extra action. What I mean is project those ability onto some aspect inside the game world (race/level/class/feats) and make a general rule (for specific campaign at least).
Actually this is exactly what adventure modules featuring legendary creatures do.
Normally legendary creatures are the final boss or at the very least the Dragon [tvtropes.org] to the final boss of the adventure. Really that's only a bit of a narrative fail on TA's part but it's their first game, can we let is slide?
The name is a misnomer as they needn't be legendary monsters to have them. It's merely that most legendary monsters have them because they are boss monsters normally encountered alone or with minimal allies.
Otherwise it just feels like the DM is like a little kid cheating during an imaginary game. "No you missed me with your imaginary lazer gun, I blow you up now, you're dead!"
I mean, within all official material, there's only ever 3 maximum legendary actions on a creature. On some homebrews I've seen 1 or 2, or even 5 in the case of mythic-tier monsters only players of level 20+ can fight. But overall, in 5e if a creature has legendary actions you should assume it has 3.
Of course, some abilities (particularly attacking or spellcasting) usually cost multiple actions at once.
I concur with the general sentiment, and the general knock-on effect of balance-before-consistency when it comes to the rules of the world in 5E. Though I think there can be room for Legendary Actions if presented and employed reasonably. Admittedly, I am a build-maniac and RAW rules-layer wishing for a set of consistent fundemental rules to govern the gameworld that one can plop characters in and have them run around in a simulated world.
My general impression of that design philosophy through the lens of 3.5E vs 5E is this:
3.5E was primarily concerned with crafting rules to simulate a world for the DM and players to create an emergent (albeit guided) narrative in.
5E was primarily concerned with the DM and players crafting a narrative for which the rules of the world exist to support - logical consistency of the funementals taking a backseat to the story being told.
I suspect this is part of the reason 5E feels more bland than 3.5: the focus on "balance" to facilitate "good story telling" to the detriment of consistency in world logic. The onus on the DM and players to create an interesting world and story is greater in 5E which can be great if you have a table talented in that respect.
However, the cost is immersiveness and the even greater straining of suspension of disbelief in a world already filled with magic and fantasy creatures. (It can also lead to players not knowing what they are actually able to do since whether some idea will work or not is more on the DM's discretion and mood regardless of its plausability or whether or not it worked on prior attempts.)
You can probably tell my preference is 3.5. Though i do understand, 5E is inarguably easier on DMs and more accessible to a larger fraction of the population of tabletop players.
Controversial TLDR:
5E is the shounen battle anime of DnD; flashy but shallow and the characters pull off a lot of ♥♥♥♥ they really shouldn't be able to do because "f*ck physics".
The proficiency system strikes me as a good example of the design philosophy for 5E: simplicity at the cost of personality, nuance and individuality. 5E is turn-based Diablo. Which is fine- there's room in the world for video game style TTRPGs. But it's also disappointing- because 3E isn't a perfect system and it could have used some clean up (and Pathfinder wasn't the solution, I don't feel).
Still, seeing as how Solasta is a video game, I was excited to dive into it. 5E is a great system to use for this medium. Except for legendary actions. Those are abominations. :D
The problem with just having three more actions per turn, instead of legendary actions, lair actions and legendary resistance is that a well-equipped party of level 5 and up that has time to prebuff will murder-death-kill any monster of even remotely appropriate CR in just a couple of short, bloody rounds.
Make that one round, if you have a fighter and a gloom stalker ranger in your party.
- Edit: Which illustrates that it is indeed an issue of action economy, above all else!
The moment you get access to spells like banishment or even just hold monster, legendary resistance is really the only thing keeping the fight that ought to be the crowning moment of a campaign that took you weeks or even months to work up to from becoming a disappointing farce.
I think 5e needs legendary actions, etc. - maybe because it is a bounded system, compared to 3.5 or pathfinder, where stats and bonuses go into the 60s - but I wish WotC had been more creative with the name, because it invites the same lazy approach that we know from every single arpg around these days, where they just slap a golden star icon on the nameplate and go "that's why".
Aksha, at any rate, had not earned the legendary tag, and I was really taken aback when I saw her legendary actions. It didn't keep my hasted Level 5 Paladin from smiting the unliving crap out of her, obviously, but still - the character needed WAY more build-up and lore to justify her legendary status.
Disappointingly, the devs did exactly what I wrote above - they took the invitation to take the lazy route to making an encounter more challenging.