D&D 5E 5E's "Missed Opportunities?"

Retreater

Legend
I know what you mean! That's clearly the fault of the game, not the people you play with.

Once, when I was about 13, I was playing Monopoly with some friends, and one friend (who had some "issues", I understood years later) got frustrated that he was losing so he flipped the whole board over and swept all the cards and money and pieces on the floor.

I was all, "Wow what a badly designed game Monopoly is..."

I'll actually argue that Monopoly is a badly designed game. Haha
 

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Guest 6801328

Guest
I'll actually argue that Monopoly is a badly designed game. Haha

I know! Players flip over the board when they are losing. Terrible, terrible design. Clearly the board should be firmly afixed to the table.
 

Blue

Ravenous Bugblatter Beast of Traal
Indeed, but each of those situations has a calculatable probability of occurring within the set of all possible outcomes and the most likely results, even expected value, can also be calculated. It's actually kind of a fun exercise.
That said, my calculations say the expected value of the bonus is more like +6/-6 than +5/-5 (in fact, it would round up to 7).

If you need a 20, you have a 5% normally, and a 5% + 95%*5% = 9.75%. Slightly less than a +1. If you need a 2 you have a 95% to succeed normally, and 95% + 5% * 95% = 99.75%, agains slightly less than +1. This is the minimum.

If you need an 11, you have a 50% normally, and a 50% + 50% * 50% = 75% with advantage. That's the equivalent of +5. This is the maximum.

Your +/-6 to +/-7 is outside the range of what is possible. That mean it is likely not the average. You may want to double check you math. One common mistake I've seen is working out to roll 2d20 and subtract the higher fromt he lower. That's really comparing advantage (best for 2d20) with disadvantage (worst of 2d20). It's clear if you work it out as percentages what it can be for every target.
 

Blue

Ravenous Bugblatter Beast of Traal
Inspiration is a horribly wasted mechanic. We have been playing since 5e came out and often commented about this. By now we never remember and it might as well not exist.

Just let the players give it out, with that if they do it without good reason you'll shut it down. Just advise them once per character per session is what you are looking for as a guideline.

We use poker chips.

No longer on the DMs plate, and players will be on the lookout to give out something that helps the group.
 

guachi

Hero
I'm playing in a game right now that uses Inspiration as a salty re-roll and I have to say I don't think it's as good as declaring it before the roll.

In games I have DMed the players (and I) so rarely remember we have it that allowing its use to be declared after the roll works fine by me. In your version, which I'd like to introduce because it encourages fun roleplaying, I'd have it used before the roll. The party can get more of them so it's a resource to be expended, not hoarded.
 

Oofta

Legend
About the only thing in the OP that I agree with is that inspiration is generally underutilized in many games ... but that doesn't make it a bad rule. Several people have made suggestions that I may try for my next campaign. As far as people wanting something more like Critical Role ... you mean people having fun and role playing their character instead of just being a glorified dice game? And why would it matter if newbies want that? Find a group of old grognards to play with. :confused:

In any case, the first thing that pops to mind is "Don't let the door hit you on the *** on the way out." Or maybe just a simple "no game works for everyone and acknowledging that is not a bad thing" If you aren't looking for advice or providing feedback why bother announcing it to the anonymous void?
 

77IM

Explorer!!!
Supporter
Among other things, good rule is easy to apply and easy to remember to apply. So if people are forgetting about Inspiration, or the DM is forgetting to hand it out, or the DM can't keep track of the whopping 20 Traits of the entire party, you can't just say "oh that's the fault of the people you play with." It's indicative that the rule has some problems. Backgrounds have a similar issue; there's not enough in-game prompts for the Background to come into play.

I love that the OP titled this thread "Missed Opportunities" and not "Things that suck and are terrible" because stuff like Inspiration and Backgrounds really are amazing ideas, but they don't work in practice as well as they could. I feel like a few minor tweaks could fix things, and I'm hoping 6E includes them.
 

iserith

Magic Wordsmith
In games I have DMed the players (and I) so rarely remember we have it that allowing its use to be declared after the roll works fine by me. In your version, which I'd like to introduce because it encourages fun roleplaying, I'd have it used before the roll. The party can get more of them so it's a resource to be expended, not hoarded.

Out of curiosity, do any of the players (including yourself) take the Lucky feat and then forget to use it?
 

ad_hoc

(they/them)
Among other things, good rule is easy to apply and easy to remember to apply. So if people are forgetting about Inspiration, or the DM is forgetting to hand it out, or the DM can't keep track of the whopping 20 Traits of the entire party, you can't just say "oh that's the fault of the people you play with." It's indicative that the rule has some problems. Backgrounds have a similar issue; there's not enough in-game prompts for the Background to come into play.

I love that the OP titled this thread "Missed Opportunities" and not "Things that suck and are terrible" because stuff like Inspiration and Backgrounds really are amazing ideas, but they don't work in practice as well as they could. I feel like a few minor tweaks could fix things, and I'm hoping 6E includes them.

Is it though?

Or is it just that the group doesn't like it.

A game not being someone's preference doesn't make it a bad game. Just because something doesn't work in practice for you doesn't mean it doesn't work for others.

The OP just sounds like they don't like 5e. And that's fine. Maybe you don't either which is also fine. Don't hold your breath for 6e. I think we are at least 10 years out, probably more.

Also, here is a good DM tip for you: Let the players keep track of their characters. It takes a lot less work that way. Let them say when a trait applies or anything else. I write down their AC and PP and that's it.
 

dave2008

Legend
1) Backgrounds. They just don't contribute enough to the character's abilities and feel tacked on.
I actually like the middle of the road approach they took. Small benefit + story elements. If it was just story, my group would be interested.

2) Inspiration. Half-baked idea that is literally never remembered. Unless you have people always fishing for bonuses in annoying ways.
These are the types of mechanics I can never remember so I don't use them. Though it is also a concept I am just not comfortable with. To me that is not a 5e thing, just a game concept I don't like and really wouldn't use in any form. Fine that it is there for those who want and great that I can ignore it so easily. If it was more backed-in that would be frustrating.

3) Treasure Hordes. This is in the DMG, and there is actually a recommended schedule for awarding magic items and treasure. Too bad no official products ever used these guidelines.
I don't care anything about this "issue."

4) Advantage/Disadvantage. +5/-5 is too big of a modifier for most conditions. Flanking is lethal against the PCs (so we didn't use it).
As other's have pointed out it is rarely +5/-5. It typically average's out to +3/-3 I believe (there are many threads on this subject, so don't take my word on it, but your wrong). Regardless, it is one of our favorite mechanics to the game. I don't think I can go back to +1 this and +2 that.

5) Bonded Accuracy. A good idea in practice, except that it turns monsters into bags of hit points.
We also love bounded accuracy. However, that has little to monsters being "bag of hit points." The monsters in the MM are fairly simple creatures. There are 2 methods to help. 1) be a good, creative game time DM, or (since I am not one of those) 2) revise the monsters to give them interesting abilities. This is extremely easy for me to do in 5e and I have many such creatures on this forum.

What did I miss?
Yes, at least 1, 2, 4, & 5 IMO. Though, if 5 was really: Monsters are poorly designed, I could put a toe in that water.
 

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