Which is why they shouldn't take it.Which is out of whack for a young criminal.
Which is why they shouldn't take it.Which is out of whack for a young criminal.
5e is the most fragile edition of DnD yet. By that I mean, it supports a single, very narrow playstyle and the system breaks easily if you try to tweak it to something else. To make it work you have to go with a complete overhaul, like Shadowdark.I think often we confuse the two. Obviously some mechanics support a playstyle better than others but you can do a lot of playstyles with a game like D&D.
I think I've been playing my playstyle in D&D all the way through 3e and into 4e. I've really never played a different playstyle.
Mechanics though have changed greatly. And I realize that most of my deal breakers are mechanics. I can usually fit my playstyle onto the game if the mechanics aren't objectionable in some fundamental way.
So in my view, D&D being the flagship 2nd favorite game of so many people, should provide the least objectionable mechanics possible because their fans will force fit their playstyle onto flexible mechanics. I think WOTC hasn't always chosen that path.
You mean, if the feature is explicitly considered to be the result of time spent in the underworld making contacts, the player shouldn't take it if their character is too young to have done that? That's defensible, at least.Which is why they shouldn't take it.
You're doing great! I mostly was a lurker for like 7 years before I got comfortable enough to post regularly.Sorry, to clarify, I was responding to your comment about the implausibility of a 50-year old level 1 Rogue having that Background trait. I was in agreement: anyone in the setting can have a background and its associated benefits, without a level in a particular class.
Commoner (level 0) priest at a local temple would benefit from the general effects of a "Sage" or "Acolyte" background, even if they never adventured in their life. It's just common sense.
I think? I don't know, I'm often awful at expressing myself in a forum properly.
Point of order, improvised action DCs (and very particularly skill challenges) are anathema to my preferred D&D, and I'm a direct product of an older D&D edition. I recently saw someone put forward a very useful summation of the position as "it is necessary for the rules to be laid out completely to the players before play begins so that the characters can know what they can do."This would easily cover the vast majority of preferred playstyles. Folks who want a grim-and-gritty game where you grub for every single advantage because the rules are always against you until you bend them to your will have Nastier Specials, Novice levels, incremental advances, and the survival module. Folks who want high-flying awesome narrative action heroics have the rigorous core, skill challenges, improvisation rules, and (possibly) the roleplay-and-rules advice. Folks looking for simulationist puzzle-solving have a robust skill system, world-development rules, and advice on how to address issues when established patterns produce problematic results.
Add in some examples of "legacy" rules (such as GP=XP) as opt-in stuff, and you're pretty much golden.
Now, of course, I've just described a TON of design work. That's...sort of the point. You're designing a game system. It's going to be an effort, and it's going to require a hell of a lot of testing and refinement. But it's entirely achievable, especially by the biggest names in the business.
5e is the most fragile edition of DnD yet. By that I mean, it supports a single, very narrow playstyle and the system breaks easily if you try to tweak it to something else. To make it work you have to go with a complete overhaul, like Shadowdark.
There is no bigger contract to me than 1e/2e and 5e. You need only look at the proliforation of genres and settings supported in the 2e era to understand how flexible the system was. It supported everything from gritty Dark Sun like play, to Space Super-Heroes of Star Jammer. The only real varience in 5e is what color capes you want your supers to wear.
Sure, a wizard can go from apprentice to creating a pocket dimension (rope trick) in a few adventuring days time, but lets hamstring the criminal background.Which is out of whack for a young criminal.
The point is that players are supposed to apply common sense here too, right? I could see how you could have a 16 year old with that background if they'd been raised a criminal from an early age, or something like that. Or as has been suggested you could reframe it to work along the lines of a young person with obvious potential who befriends contacts along the way. Either make it make sense or pick something else.You mean, if the feature is explicitly considered to be the result of time spent in the underworld making contacts, the player shouldn't take it if their character is too young to have done that? That's defensible, at least.
Bigger on the inside isn't exactly a high bar for a beginner spell given examples of somewhat readily available pocket dimension stuffSure, a wizard can go from apprentice to creating a pocket dimension (rope trick) in a few adventuring days time, but lets hamstring the criminal background.