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5.5 and making the game easier for players and harder for DMs
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<blockquote data-quote="Arilyn" data-source="post: 9394479" data-attributes="member: 6816042"><p>I'm not looking for a game with more dead characters. GMs can easily make more dead characters. My point was that all these little changes have been eroding away the hard or dramatic choices that I enjoy in a rpg. I call it "consequence free D&D" because the game cushions players from bad decisions or bad luck. </p><p></p><p>In the middle of a fight, if a player suddenly remembers they have a fire resistance potion that'd be really handy right now, they can just use a bonus action to down it. I'd be better if they have to skip it or spend an action drinking it. If a character sends their familiar or animal companion into danger, and it dies, they can just resummon it. I'd be better story if the character has to deal with the grief or guilt. </p><p></p><p>If a group plans an ambush and make their rolls, they should get a big benefit. If they are surprised it should be scary. I like the idea of a player struggling to get to a dying companion, rather than relying on healing from a distance. </p><p></p><p>To put this into perspective, I have run and played "no death" games that focus on other consequences. I think players should freely customize their characters' backgrounds. I don't feel wizard utility spells are "I win" buttons, and yet I'm feeling D&D is erasing away all the little struggles and frustrations that help make victories a little sweeter.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 9394479, member: 6816042"] I'm not looking for a game with more dead characters. GMs can easily make more dead characters. My point was that all these little changes have been eroding away the hard or dramatic choices that I enjoy in a rpg. I call it "consequence free D&D" because the game cushions players from bad decisions or bad luck. In the middle of a fight, if a player suddenly remembers they have a fire resistance potion that'd be really handy right now, they can just use a bonus action to down it. I'd be better if they have to skip it or spend an action drinking it. If a character sends their familiar or animal companion into danger, and it dies, they can just resummon it. I'd be better story if the character has to deal with the grief or guilt. If a group plans an ambush and make their rolls, they should get a big benefit. If they are surprised it should be scary. I like the idea of a player struggling to get to a dying companion, rather than relying on healing from a distance. To put this into perspective, I have run and played "no death" games that focus on other consequences. I think players should freely customize their characters' backgrounds. I don't feel wizard utility spells are "I win" buttons, and yet I'm feeling D&D is erasing away all the little struggles and frustrations that help make victories a little sweeter. [/QUOTE]
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