Charlaquin
Goblin Queen (She/Her/Hers)
Leomund’s List of Lairs?This UA article had me really wishing they would do a 5e Book of Lairs.
Would buy that in a heartbeat.
Leomund’s List of Lairs?This UA article had me really wishing they would do a 5e Book of Lairs.
Would buy that in a heartbeat.
I wonder if it is a country issue (I am from Germany). Also while I was playing D&D 1st edition as a kid, my "RPG-growingup-phase" was with the german game-system Midgard which uses very "story-based" adventures (though definitely not a storytelling-system).
I'm guessing that non-English nations are more likely to have home-grown RPGs more popular than those translated from a foreign language
Me to mostly. By "planned encounters" I mean NPCs and monsters I know in x area are doing y things, etc.
Funny, it was 4e that taught me to open up and be more improvisational. Which gave me the confidence to use random encounters.
Midgard is actually not a homegrown RPG system and nearly as old as D&D
4e taught you that? In the way that you did so in 4e, or in the way that you saw the issue in 4e's "way of doing" more clearly?
Ah I see. But maybe it would be an idea to make up a new thread as we deviated a lot?
4e taught me that. As a DM 4e was so easy to run (and the DMG 42 tables) it was easy for me to improvise with confidence. Maybe the balance of the system had something to do with that, but I never really thought about it (never had balance issues running 1e previous to 4e).
I became so at ease with a system we ran an adventure where we improvised almost everything. We used pregen characters, but with no "powers" and my players just told me what they wanted to do and I just adjudicated it, and I just made up monsters on the fly. I would have never don't that before 4e.
However, I think we ran 4e different than others as we never head an issue with long boring fights. In fact, the tactically nature of 4e made it possible
to have long exciting fights in a way we never had before (being trying to bring that aspect into my 5e game), and most of our other fights were quick and dirty (2-3 rounds).
This has always been weird to me. Is it unfair to give the fighter a torch and tinderbox while another character has the Produce Flame Cantrip? They do the same thing, but the wizard “sacrificed” something to get his power and the fighter “got it for free.”How do you mean, without powers? Improvising everything is of course the way to go, but it sort of contradicts with 4e, as in 4e it is a bit "unfair" if you let for example let someone disarm an enemy based on a improvised action while another character has a "disarm power" - so he "sacrificed" something to be able to disarm people and now the other guy "gets it for free".
Grinding down the party’s resources over the course of the adventuring day is how every Edition has worked. Only difference is it isn’t just the wizard with daily resources in 4e.That's one of the big issues we had with 4e at the end, the other two being that you had to have a lot of fights to "draw out the dailies" so that you in the end get a fight which cannot be "won by daily power".
This is mostly a matter of individual perspective. The classes in 4e certainly don’t all behave the same. Some people found they felt the same nonetheless. I blame the uniform power structure. Essentials helped alleviate this a great deal, but sadly it was too little too late for a lot of folks.The third thing is it is so balanced most classes feel the same - it is very video-game'y.
How do you mean, without powers? Improvising everything is of course the way to go, but it sort of contradicts with 4e, as in 4e it is a bit "unfair" if you let for example let someone disarm an enemy based on a improvised action while another character has a "disarm power" - so he "sacrificed" something to be able to disarm people and now the other guy "gets it for free".
That's one of the big issues we had with 4e at the end, the other two being that you had to have a lot of fights to "draw out the dailies" so that you in the end get a fight which cannot be "won by daily power". The third thing is it is so balanced most classes feel the same - it is very video-game'y.
I'd guess so. What you mentioned about "no powers" might have been the key?
Yes, the fights were sort of epic, I admit that. But they went so long in higher levels. We usually play 6-8 hours per session, and at least 2/3 of this is "pure RP" (not fighting), this was no longer possible with L9+ in 4e. It ended with 2/3 of the time spent in fights.
/snip
This is mostly a matter of individual perspective. The classes in 4e certainly don’t all behave the same. Some people found they felt the same nonetheless. I blame the uniform power structure. Essentials helped alleviate this a great deal, but sadly it was too little too late for a lot of folks.