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Attack of the Clones: What would you want in your not-quite-5e?
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<blockquote data-quote="Ayeffkay" data-source="post: 8909457" data-attributes="member: 7033196"><p>I agree, making it too complicated makes the system unapproachable. But not having any wrinkles built in puts it all on the shoulders of the DM to make the game mechanically interesting. If I am paying for a complete game, I shouldn't have to make up rules for everything. Tweaking something here or there is one thing, but 5e just doesn't handle things at all.</p><p></p><p>I can house rule that running away is possible despite not being mechanically supported RAW.</p><p>I can house rule penalties for aging, or leave it up to roleplay (and then what, do I reward players with inspiration for getting aged by a ghost, making it mechanically advantageous?)</p><p>I can house rule a system to deal with suddenly losing access to air (I did)</p><p>I can house rule jumping as an ability check (I did)</p><p>I can house rule that damage type matters sometimes (I did)</p><p>I can house rule that you can only use light weapons while squeezing, or something (I did one time restrict a player using a glaive in a cramped tomb and it soured the whole session)</p><p><em>I can adopt a game product that expands exploration... (I did buy A5E, but haven't switched at this time)</em></p><p>...</p><p>...I can adopt a game product that handles different situations with more nuance than "you gain disadvantage"</p><p>I can adopt a game product that considers damage type.</p><p>I can adopt a game product that ... and so on.</p><p></p><p>That's the question asked by this thread, what do I want in my not-quite-5e. I want a game system has some interplay between systems, where the best weapon most of the time is the worst weapon sometimes and vice versa, where players can try and fail to jump over a hole, not just measure it and determine that they either cannot succeed or cannot fail, where things get difficult as the adventure continues rather than resetting to normal the next day.</p></blockquote><p></p>
[QUOTE="Ayeffkay, post: 8909457, member: 7033196"] I agree, making it too complicated makes the system unapproachable. But not having any wrinkles built in puts it all on the shoulders of the DM to make the game mechanically interesting. If I am paying for a complete game, I shouldn't have to make up rules for everything. Tweaking something here or there is one thing, but 5e just doesn't handle things at all. I can house rule that running away is possible despite not being mechanically supported RAW. I can house rule penalties for aging, or leave it up to roleplay (and then what, do I reward players with inspiration for getting aged by a ghost, making it mechanically advantageous?) I can house rule a system to deal with suddenly losing access to air (I did) I can house rule jumping as an ability check (I did) I can house rule that damage type matters sometimes (I did) I can house rule that you can only use light weapons while squeezing, or something (I did one time restrict a player using a glaive in a cramped tomb and it soured the whole session) [I]I can adopt a game product that expands exploration... (I did buy A5E, but haven't switched at this time)[/I] ... ...I can adopt a game product that handles different situations with more nuance than "you gain disadvantage" I can adopt a game product that considers damage type. I can adopt a game product that ... and so on. That's the question asked by this thread, what do I want in my not-quite-5e. I want a game system has some interplay between systems, where the best weapon most of the time is the worst weapon sometimes and vice versa, where players can try and fail to jump over a hole, not just measure it and determine that they either cannot succeed or cannot fail, where things get difficult as the adventure continues rather than resetting to normal the next day. [/QUOTE]
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Attack of the Clones: What would you want in your not-quite-5e?
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