During play, it’s messy, things go off the rails, and pacing is all over the place. But after the session, when we recap and talk about what happened, that’s when the story exists. I like situations over plots, because that keeps player choice meaningful.
For level 11 PCs, I’d give your CR3-4 minions around 6–10 HP. That way, a normal attack will usually take one down, but a low damage roll won’t insta-kill them. It keeps the combat feeling fast and heroic without completely trivializing the encounter.
I think Sorcerer makes the most sense as the simple arcane caster. They have fewer spells to manage than a Wizard and don’t need to worry about preparing spells every day, which keeps things straightforward for new players.
I’d say modern TTRPG mechanics usually focus on streamlining play, giving players narrative tools, or adding emergent gameplay. Things like bounded accuracy, story-driven abilities, and mechanics that let players influence the world outside combat feel modern to me. I don’t really care about the...
From my experience, my group prefers D&D-style games with clear rules and simpler mechanics. Some players struggle with narrative-heavy or storytelling systems, so I stick with games that fit our strengths. We’ve been gaming together for over a decade, so I know what works. We’ll try one-shots...
I rewatched the prequels recently and had the same reaction. They’re not great, but they’re not unwatchable either. The CGI aged badly, the logic is shaky, but Revenge of the Sith still works for me as a movie.