Maxperson
Morkus from Orkus
Holy crap! I've been using 5'7" encounters. Maybe that's where I'm going wrong.Na they went with 6'8 encounters based on polling.

Holy crap! I've been using 5'7" encounters. Maybe that's where I'm going wrong.Na they went with 6'8 encounters based on polling.
could be done with 5e as follows:Y'all make me wanna make a "Short Rest" game where attrition isn't a big part of the gameplay loop and it's instead built around the 5 minute adventuring day...
I'm not talking about popularity (to me it doesn't matter unless $$ is involved). I'm talking about intended playstyle; that is, intended by the designers of the game.
Not necessarily, what you lose in length you can make up in width. Don't let that Māori give you any complexes.Holy crap! I've been using 5'7" encounters. Maybe that's where I'm going wrong.![]()
Sorry, I particularly meant D&D since that is the focus here. And in other popular RPGs you decide your past.In some RPGs. Not in Classic Traveller. Or in some versions of RuneQuest. Or in some versions of Pendragon. Or in Wuthering Heights.
I'm sure there are many other RPGs too where players don't get to decide their PCs' pasts.
The PC is unconscious and can do nothing--they are literally in the Hands of Fate. Which, guess what, is exactly like real life. It is not a "will to live" mechanic, it is a "does your body stabilize without aid" mechanic. Are you bleeding out or not? Do you succumb to shock or not? Will you recover consciousness to help yourself or not? And so on.But I can't take the notion that one is more realistic than the other at all seriously.
Except they didn't base the 2e Ranger on Drizzt. Snarf brought the receipts on that here a few years ago: D&D 5E - The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of IdentityThe people who made 2e decided to model the Ranger on Drizz't. Big mistake.
The 1e Ranger never needed a wholesale makeover. A bit of tweaking, sure, but trying to turn what was originally a good solid tank class into a two-weapon swashbuckler (which they should have done to Thieves instead) was just plain dumb.
There's something to be said about that mentality of "spells/abilities/items can only ever do whatever is written in the text". This is as much as a myth as the notion that combatants have 360º super vision active all the time.Ah, yeah. If there was focus on more stuff than just combat, then the ranger would get to have his niche in a really cool way, IMO. Stuff outside of only combat is interesting to me. I was just thinking yesterday that the extreme focus on balance and nailing down every mechanic and spell removes a lot of the “magic” I remember from the game in the late 90s. Spells and magic items aren’t so mysterious and nebulous now as they were in 2e or B/X - they all have to have a firm rule with all the rough edges sanded down. We can’t just have a cloak that lets you meld into a shadow - it instead just gives you Advantage on Stealth rolls, or a +X modifier. To me that’s very, very boring. A stingy DM could use nebulous rules to be a jerk, but nothing stops a bad DM from behaving poorly in 5e either.
No argument there!Don't get me wrong: Aragorn might've been the inspiration.
The implementation, however, was kinda sloppy and nonsensical.
?In D&D people roll to see whether or not they succumb to fear. And there's no reason there couldn't be rules for falling asleep on watch, or falling to temptation. In fact, those both sound like saving throws to me, and I would welcome them, because they are more realistic to me and because they are in line with the style of the game. Your will to live mechanic is in line with the style of a different game.