André Soares
First Post
To me, this flanking and "numbers game" house rules are trying to simulate reality in game. In my experience D&D breaks as a system with to much simulation.
To me, this flanking and "numbers game" house rules are trying to simulate reality in game. In my experience D&D breaks as a system with to much simulation.
For those of you who don't play D&D for combat, I wonder what draws you to the game? The vast majority of the rules are designed to adjudicate combat. There are many, many other systems that have a richer set of guidelines for role-playing, more fascinating settings and character creation.
And those playing D&D 5E for combat - why not a more robust combat engine?
It just doesn't seem to do either particularly well.
For those of you who don't play D&D for combat, I wonder what draws you to the game? The vast majority of the rules are designed to adjudicate combat. There are many, many other systems that have a richer set of guidelines for role-playing, more fascinating settings and character creation.
And those playing D&D 5E for combat - why not a more robust combat engine?
It just doesn't seem to do either particularly well.
For those of you who don't play D&D for combat, I wonder what draws you to the game? The vast majority of the rules are designed to adjudicate combat. There are many, many other systems that have a richer set of guidelines for role-playing, more fascinating settings and character creation.
And those playing D&D 5E for combat - why not a more robust combat engine?
It just doesn't seem to do either particularly well.
I am onboard with the general idea of D&D 5E not being perfect... but honestly, I have a hard time seeing any of these five particular points to be major decision points either way.I've been running 5E on a consistent basis for several groups since it was officially released. Now that I'm basically leaving 5E, I'm looking at a few things that never quite worked for my groups and me.
1) Backgrounds. They just don't contribute enough to the character's abilities and feel tacked on.
2) Inspiration. Half-baked idea that is literally never remembered. Unless you have people always fishing for bonuses in annoying ways.
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.
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).
5) Bonded Accuracy. A good idea in practice, except that it turns monsters into bags of hit points.
What did I miss?
I could be wrong, but you appear to change the subject here.In my opinion the biggest missed opportunity is the presentation of published adventures. Echoing [MENTION=12731]CapnZapp[/MENTION]'s thoughts above, almost every one is oriented toward some cataclysmic event which forces the adventure on a treadmill until the threat is ended. That combined with really quite sloppy implementations (I've been suffering through the "hot mess", as [MENTION=54629]pukunui[/MENTION] calls it, of Dragon Heist) means that almost every time it's a disappointment of missed opportunities (I still hold out hope for Curse of Strahd, if/when I run it)