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  1. loverdrive

    D&D General How has D&D changed over the decades?

    How, exactly? The rules still operate strictly with in-universe variables, the players still have exactly zero control over things outside of their characters, drama and genre tropes still don't bear any influence over the outcomes prescribed by the rules. Yeah, the PCs are slightly more...
  2. loverdrive

    D&D General How has D&D changed over the decades?

    While I'm not Lanefan, I think that it's not the point. Out of all editions, 4E is the most reliant on the players knowing, well, the game. Exploiting the game mechanics and not their other knowledge in order to achieve success. Like, chess and idk, pop quiz are both games with rules that are...
  3. loverdrive

    D&D General How has D&D changed over the decades?

    Didn't read 88 pages of this thread and ain't going to, so I'm just doorkicking as always. The culture around the game changed significantly (but that's probably not endemic to D&D per se), the game itself? Not really. A bit more lean, a bit less rough around the edges, same at its core.
  4. loverdrive

    D&D General How has D&D changed over the decades?

    ...meanwhile, Klarg from the starter, killing PCs like it's open season. And goblin ambush right before him.
  5. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    So... You're so good, that inherently frustrating stuff, like being TPKed in a random encounter because of mismanagement of risks, is still fun in your games? I must say, I'm jealous.
  6. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    Assuming that every activity that the game allows for is inherently fun, which isn't the case in reality.
  7. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    Persuasion requires sufficient leverage (give them a reason, remember?), and what constitutes sufficient leverage is 100% context-dependent. If you want to trick a gullible person into doing your bidding, you can get away with a nonsensical reason, but if they have a reason to suspect something...
  8. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    Is there really a point in tying it into the show, then? Well, other than marketing, but that ain't a good design reason. I'm not exactly a Doctor Who superfan, but from what I've seen, the setting is mostly, idk, functional? Like, exists solely to enable Doctor's and his companions' adventures.
  9. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    Eloquence bard, while being a skillful orator, is also a reasonably competent warrior. They can still meaningfully contribute to combat in pretty much all situations. Unlike a 8 CHA fighter, who can contribute to a social interaction only if all stars in the world align.
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  11. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    Now, switching gears a bit. OK, D&D 5E can handle social interactions. Cool! Does it make talking the most viable strategy? I think, the easiest way to start scrutinizing the system is to ask: what kind of character you can't create? What capabilities the character is guaranteed to have? In...
  12. loverdrive

    D&D 5E (2014) Is D&D 90% Combat?

    More than that, good GMs with good intentions are more likely to fall victims of this conflict. For every self-centered jerk who is fancying themselves a writer, there's a dozen of good-intentioned people who want to give their players a fun time, but can't do so without building a railway.
  13. loverdrive

    D&D 5E (2014) Dungeons & Dragons is X Percent Combat

    Storyteller being built for social-oriented games is, to be frank, is either a bald-faced lie or a really screwed-up attempt. I'd suspect the latter, since the last "real" edition came out before TTRPG design really was a thing. D&D does a pretty mediocre job at supporting combat, but still...
  14. loverdrive

    D&D 5E (2014) Dungeons & Dragons is X Percent Combat

    Welp, that's kinda of a big design problem. All in all, D&D does non-combat activities just as well as a slovesochka, a game with no rules, and reasons to use a 300+ pg (600+, if we count DMG, as we should) rulebook to use only skillcheck rules out of it eludes me. Does system support [X] is a...
  15. loverdrive

    D&D 5E (2014) Dungeons & Dragons is X Percent Combat

    I think it essentially boils down to "is roleplaying a good idea?". This is not purely a rules question, of course. Group composition, athmosphere, all that also contribute (but then, group composition and athmosphere are also kinda interlinked with the rules, so it becomes even more muddy)...
  16. loverdrive

    D&D 5E (2014) Dungeons & Dragons is X Percent Combat

    I don't really care about the exact percentage, but my answer is int A_FREAKING_LOT. That's not a bad thing, tho. Idk why D&D fans vehemently oppose that D&D been combat-centric since 2000s at the very least.
  17. loverdrive

    D&D General RL Non Metallic Weapon's.

    Macahuitl is, honestly, straight up terrifying to me.
  18. loverdrive

    D&D 5E (2014) Getting Rid of Variable Weapon Damage- An Immodest Proposal

    Sorry, just doorkicking this thread. There are a lot of things I vehemently dislike about Dungeon World, but I think, it tying damage to class rather than the weapon is one of the best things ever. Fighter is good at fighting — with his bare fists, with a dagger, with a greatsword, doesn't...
  19. loverdrive

    D&D General Rules vs. lore preferences in D&D sourcebooks?

    Like, imagine a class, idk, Spirit Warden. It's whole shtick that they are communing with the spirits of the land. And then you realize that this class' mechanics can be used to play a good ol' fireball slinging wizard. The lore, that whole spirit communing thing doesn't matter — it can be...
  20. loverdrive

    D&D General Rules vs. lore preferences in D&D sourcebooks?

    It's not a bad thing. It's okay, Fate Core is one of my favourite systems. Having lore that doesn't matter, on the other hand, is a bad thing IMO.
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