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    Mearls On D&D's Design Premises/Goals

    Sadras, thanks for the clarifications. Pemerton, re-reading your reply, are you suggesting I should pay attention to the "economy" of combat encounters & short/long rests in 5e? Say: we don't do much dungeon crawl, nor use AdvPaths, is that going to be a problem, possibly a game breaking one?
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    Mearls On D&D's Design Premises/Goals

    Sadras, dice rolling is fine, by me. What I mean is if the conversation at the table is generally going fluently, when rulings by DM occur, or if it derails the story, halting too much the game, in your opinion/experience.
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    Mearls On D&D's Design Premises/Goals

    I'm looking for different approaches in 5e, in contrast to my experience in past editions, since I'm going to decide if to start a 5e game, or not. I'm particularly concerned about the combat phase as a whole, if it has an inevitable rigid format to be followed until its conclusion, or there are...
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    Mearls On D&D's Design Premises/Goals

    Thanks for the reply, pemerton. In your experience, are there ways to stop a combat, once it is engaged, to avoid it from ending only with the total death of the enemies?
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    Mearls On D&D's Design Premises/Goals

    Hi, folks. I have a question for you: this need for DMs ruling out footraces, or anything else, does go along or against the premise of 5e being more narrative, fluent, at the table, in actual play?
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    Burning Questions: What's the Worst Thing a DM Can Do?

    In my experience, a major sin of GMs I played with, has been to negate the players having a proper background, or goal, to start with, going also against the rules, for the purpose of railroad: in plain sight, or carefully hidden in a sandbox style game, negating players' agency all the way...
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