Originally Posted by Niara
Originally Posted by EliasIncarnation
If you don't want to debate, that's fine, but I'm probably still going to reply with what I think and why I'm thinking that

I'm mostly trying to ensure that things stay friendly, even though I suspect there is at least one aspect that we will disagree over at a fundamental level.

Okay.

Originally Posted by Niara
That's okay, the system isn't perfect and there are places it can and should still be adjusted, but generally speaking 5e is very sound and well balanced, and its solutions are, in most cases, the best solutions in terms of maintaining the balance between practicality, approachability and realism... Simple and approachable, easy to understand, and a rule system that is internally consistent wit itself without too many exceptions or irregularities, so that it is easy for newcomers to pick up and play with, but without sacrificing attention to realism and relatability to in-setting sense is a strong element of the design philosophy I mentioned.

I'm not sure about it being realistic or practical, but I'll believe that it's approachable and balanced.

Originally Posted by Niara
Battle-master Fighter is one example of this design philosophy - All characters can try most of the various things that battle-masters can do, but for everyone else, it's a comparative cost investment - for example, they can try to knock an enemy prone, OR they can settle for attempting to do damage - the Battle-master is unique in this sense because they have the capability, by contrast, to knock something prone without giving up their attempt to deal damage. There's more to it than this, of course, and it's not that cut and dry either, but that's one example.

So, at base, in order to turn shove into a bonus action that everyone can use, you would need to find a way to do that that didn't steal that class-identifying uniqueness form Battle-masters and give it to everyone for free - because if you do, then you remove part of the value and appeal of playing a battle-master, and you take one step closer to homogenising all classes - a point which Larian's BG3 is treading far too many dangerous steps towards already.

You're only talking about...what? Two of the Battle Master's maneuvers, Trip Attack and Pushing Attack?
Either way, it's not really taking away from the uniqueness of the class.

If you use those maneuvers, unlike most other classes, you'd be able to use a Bonus Action in addition to those, right?
So, you could use Trip Attack, which causes damage and can knock a foe prone, and then use Shove to push them.
Alternatively, you could use Shove and then Push Attack, or Push Attack and Dash.
So, still a lot of combinations, and that's not even mentioning the other maneuvers.

What might be somewhat more of a problem for Battle Master is enchanted weapons that do the same thing as their maneuvers and don't extend what they can do.
However, rather than removing the enchantments that mimic, the weapons would just need to become more rare and only appear when the class is more powerful than them.
After all, some overlap isn't bad.
Changing weapons takes an Action, I think, and weapons can be heavy, so it's not like a different class could easily switch between weapons and make the Battle Master class obsolete.

Originally Posted by Niara
As for Shove itself...
You are attempting to take an action, and your targeted opponent is attempting to prevent that from occurring. This is the simplest, straightforward description of what is happening. Both parties must have a chance here, but the design philosophy is focused on keeping these things as simple and clear as possible, while still maintaining a much of an element of realism as possible.

So, when you try to shove your opponent, who is standing right in front of you, you are not going to 'miss' them unless they do something to make you miss them - if they were an inanimate sandbag, even a small one that's only three feet high, you are not going to 'miss' them - there is no practical situation where you would or could. You'll miss, rather, if your opponent deftly ducks under or around you, or manages to dart aside in time. You might also fail to shove them if they surprised you with their planted feet and stoic resilience, and they straight up resist your effort directly. This is the realistic description of what might happen.

We can handle this with a single check, because 5e has a system of checks that is designed expressly for this type of situation - a situation where two or more forces are acting on a goal or outcome, with differing intent and in opposition to each other, wherein both may have a reasonable chance of succeeding or failing. That system is the Opposed Ability Check system - The forces in play roll against one another, using whatever ability score is most appropriate for them in the situation, and adding a skill proficiency if a particular skill is suitable. These can be different for each acting force. Whoever wins the roll achieves their goal, and in the case of a tie, the status quo remains as it was, unchanged. What this means is that if you are trying to force a door open, and someone on the other side is struggling to hold it shut, and you tie, then the door remains shut. If you are struggling to hold a door open against someone who is attempting to wrench it closed, and you tie, then the door remains open. For shoving, this means that in the case of a tie, the character remains where they are, and is not shoved away/down.

In 5e, Shove is defined as an opposed check, but leaves the choice of how to resist in the defender's hands - So, while the shover must use their Strength (Athletics) to attempt the shove, the defender can choose to resist with Strength (Athletics), or they can try to resist with Dexterity (Acrobatics). This makes it one simple check, but it covers the concept of the many different ways that the shove could succeed or fail; it covers 'missing' because your target evaded you, as well as failing because they resisted you, etc.

So you can try to knock them down, sure, that's one option (and importantly, it's a choice that the attacker makes, based on what they are trying to do - having an ability that can drastically change what it does base don chance is not something you want as a standard combat action; when you shove someone away from you, you usually, specifically, don't want them prone, and vice-versa) - but what if you want to move them away? Well, that's potentially more complicated, says the thought process... how strong a character is, and the weight of what they're pushing must come into it surely? Yes, but... We can account for that and still keep it simple and approachable using the elements already defined for regular use within the system, without bringing new elements in. For starters: it's impractical to introduce maths or scales relating to character weight that both realised on an aspect of a character's weight that will give some races a heavy disadvantage compared to others (something they wish very strongly to avoid), and also that expects players to book-keep their equipment weight - carry capacity rules have variants and are often treated as optional by many, so introducing a mechanic to s standard action that demands book-keeping for it is an immediate no.

Instead... Many class features already take into account size category of the target creature - and size category and weight go more or less hand in hand anyway, most of the time. So, what we do instead is say that you can only shove something that is no more than one size category larger than you - something bigger than that is, by proxy, going to be too massive and too heavy for you to effectively shove. This is how that is accounted for and worked into the consideration without making the whole mechanic more complicated... and it works well for doing that, the majority of the time.

I understand that they're trying to keep it simple, so realistic things like weight, size and mistakes aren't factored greatly if at all, but with a video game, you usually don't have to worry about calculations, since the game stores the values and calculates the odds for the player.
Yeah, you'd have to watch your inventory and equipment if the game considered character and inventory Weight, but I don't think it would be too complicated.
The Souls games have a weight system, and people seem to like it and make agile but weak characters, slow but tough characters, etc.

Originally Posted by Niara
In terms of shoving distance:
Well, we can actually return to realism for this one. Mike, who bench-presses an excessive number at the gym three days a week can set up a 50lb sand bag on a gym mat, and then, with a single action, in the course of less than six seconds, attempt to shove it just as far as he can - not pick it up and throw it, mind you - that would be a grapple - but just shove it. How far CAN he actually shove it? The reality is, not actually that far. More than five feet clear of its original position? Actually, not really, as it turns out. This makes it much easier, and helps settle back some realism in the process - we can just say that if you're shoving something away, rather than knocking it prone, you can shove it into the next square - five feet away. If you want to shove something further than that, you'll need a special ability, magic, or something above and beyond what a regular person could do. Some classes will have just such special abilities... but regular people, and basic shove - five feet is actually simple, easy and much more realistic than giving them more than five feet based on strength/weight.

The sandbag doesn't act the same way that a person might, because people can try to regain their balance, but the sandbag can't.
So, if someone was to be pushed, they're not necessarily going to just fall back (though that's possible).
They might be able to try to regain their balance until they stabilize or fall.
Most of the time, regaining balance would probably fail, but trying to regain it might cause them to go even farther away.
Part of that distance probably depends on the strength of the push (more momentum) and the dexterity of the one who was pushed (longer stability).
So, being able to stay on their feet after being pushed might actually work against them if they're unable to regain their footing.

As for "Mike", exactly how much weight is he bench-pressing in one day, and how far was that sandbag sent?
Also, how tall was the sandbag?
I'm not sure if it's accurate, but I read somewhere that to find the maximum weight that can be pressed in 5e, you would use: 30lb*Strength.

Originally Posted by Niara
Right now, in BG3, weight affects the impact damage that something does when thrown into another target - that's all entirely homebrew from Larian, however, and it's also hard to comment on because they don't let us see the calculation in the log. It just happens... and it's one of those things that pays up a lot, for free, and detracts from class abilities in the process. Unfortunately, having enemies going flying dozens of feet is not unintended by Larian - the 5ft range notifier on shove itself is just saying how close you have to be to use it - which is melee range - in BGT3 distance is affected, or so it claims, by strength and weight of target... the exact math is obfuscated from us though. The 100% success rate of shove form hiding is also, currently at least, intended by Larian... shove is supposed to work 100% of the time on an incapacitated target (which, ironically, in BG3 we aren't allowed to shove incapacitated targets... only dead ones), but simply hiding from them should, at most give you advantage on the opposed check, for being an unseen attacker.... but then I'd have to get into a rant about their shonky implementation of stealth, and that's a whole other thread...

Well, that's not good.
I wonder why Larian seems to make so many odd decisions.

About not being able to use Shove on incapacitated targets, I'm not sure what you mean.
If you're talking about characters affected by Knocked Out, Prone or Hold Person, I can use Shove on all of them.

Originally Posted by Niara
For the rest - the main issue with proposing a two-check system for this simple combat action is that it's required that you pass both checks to do anything at all - you are rolling two d20s and if Either of them is low enough to fail, then you fail utterly - if that sounds familiar, it's because it is. You've just forced the player to roll at innate disadvantage every time they try to shove someone, by definition. Beyond that, it's measuring against two different ability scores, which virtually no class will ever have high scores for both, so they are very likely to fail at least one of those checks, no matter who they are, and thus fail the shove in totality.

((Addendum: Halflings are not balls, do not kick the halflings, please))

I still don't see why it seems like you think that the dice rolls would fail often or every time.

As for the Halflings, I don't get that either.

Last edited by EliasIncarnation; 23/10/21 12:02 PM.