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Unearthed Arcana: "Greyhawk" Initiative
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<blockquote data-quote="ninjayeti" data-source="post: 7719571" data-attributes="member: 6789120"><p>Rule #1 of being a good DM is making the game fun for your players. So I think the most relevant question is will using this system make the game more fun <u>from a player perspective?</u> A couple of big points jump out:</p><p></p><p>-Losing actions: this is a big fat Less Fun. I seems like 5E really tried to minimize the lost player turns with rules like giving most "save or suck" spells a recurring save, eliminating negative HP, etc. Even Mearls obviously recognizes that it annoys players when they lose their actions by making a joke of it in his example. So if players hate it, why do it? </p><p></p><p>-Penalties for using class abilities: again, significantly Less Fun. Lots of class abilities are bonus actions - these should be things players want to use, not boat anchors that tie them to the back of the initiative order. This is especially true of "fast" classes like rogues and monk - cunning action and the bonus unarmed strike now mean these classes must either forgo using cool class abilities or forget about acting anywhere near the top of the initiative order. </p><p>-Tinkering with class (and build) balance: Not every player is an optimizer, but I think most savvy players are going to start avoiding some character builds like the plague and favoring ranged attackers. Having fewer attractive character options or having to choose between playing the character you like and the one you feel is superior is definitely Less Fun. </p><p></p><p>I am sure there are some things that are more fun for players in the system, but frankly I don't see them coming close to balancing these negatives. However interesting this may be on paper for the DMs, I think it is going to be a downer for players, which takes it off the table for me.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 7719571, member: 6789120"] Rule #1 of being a good DM is making the game fun for your players. So I think the most relevant question is will using this system make the game more fun [U]from a player perspective?[/U] A couple of big points jump out: -Losing actions: this is a big fat Less Fun. I seems like 5E really tried to minimize the lost player turns with rules like giving most "save or suck" spells a recurring save, eliminating negative HP, etc. Even Mearls obviously recognizes that it annoys players when they lose their actions by making a joke of it in his example. So if players hate it, why do it? -Penalties for using class abilities: again, significantly Less Fun. Lots of class abilities are bonus actions - these should be things players want to use, not boat anchors that tie them to the back of the initiative order. This is especially true of "fast" classes like rogues and monk - cunning action and the bonus unarmed strike now mean these classes must either forgo using cool class abilities or forget about acting anywhere near the top of the initiative order. -Tinkering with class (and build) balance: Not every player is an optimizer, but I think most savvy players are going to start avoiding some character builds like the plague and favoring ranged attackers. Having fewer attractive character options or having to choose between playing the character you like and the one you feel is superior is definitely Less Fun. I am sure there are some things that are more fun for players in the system, but frankly I don't see them coming close to balancing these negatives. However interesting this may be on paper for the DMs, I think it is going to be a downer for players, which takes it off the table for me. [/QUOTE]
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