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General Tabletop Discussion
*Dungeons & Dragons
5.5 and making the game easier for players and harder for DMs
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<blockquote data-quote="tetrasodium" data-source="post: 9395854" data-attributes="member: 93670"><p>The GM tracks those status conditions because nearly all of the points raised wind up being attached to individual monsters rather than an area on the grid <em>and</em> based on every single UA we saw showing us a shovel to lower the bar so those status effects can be applied to many one off monsters thankss to lowering the already on the ground level low bar even further by explicitly making it RAW that PCs can chop up their attack chain to move around & drag things out with the option to engage in anime Jiiiiiiiiiiiii☆ pushing for a status update before deciding what to do with the next explicitly allowed decision point in their attack chain.</p><p></p><p>Alternately... I don't know if you are somehow implying that you find success in handing players statblocks for monsters & just checking out to let the players run both sides of the combat for you with good results. In my experience even stuff like "I can't reach it from here... It has 50ft of movement bob, move the $monster so it can attack Alice" tends to result in bob saying "that would be an AoO <img class="smilie smilie--emoji" alt="☝️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/261d.png" title="Index pointing up :point_up:" data-shortname=":point_up:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👆" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f446.png" title="Backhand index pointing up :point_up_2:" data-shortname=":point_up_2:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👇" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f447.png" title="Backhand index pointing down :point_down:" data-shortname=":point_down:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👇" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f447.png" title="Backhand index pointing down :point_down:" data-shortname=":point_down:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f448.png" title="Backhand index pointing left :point_left:" data-shortname=":point_left:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f448.png" title="Backhand index pointing left :point_left:" data-shortname=":point_left:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" />" when the monster takes the 15 foot path that exposes it to one or more AoOs rather than a logical result more often than not. I don't expect that to. I don't expecrt your experience to replicate across many tables if you are suggesting this method be used</p><p></p><p>☆ anime/Japanese <a href="https://www.quora.com/Why-is-eye-contact-avoided-in-Japan" target="_blank">(uncomfortable</a><a href="https://www.youtube.com/watch?v=R2fGKm7lru8" target="_blank"> ssssttttttaaaarrrrrrreeeeeeee</a> more friendly to phonetically drawing out.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9395854, member: 93670"] The GM tracks those status conditions because nearly all of the points raised wind up being attached to individual monsters rather than an area on the grid [I]and[/I] based on every single UA we saw showing us a shovel to lower the bar so those status effects can be applied to many one off monsters thankss to lowering the already on the ground level low bar even further by explicitly making it RAW that PCs can chop up their attack chain to move around & drag things out with the option to engage in anime Jiiiiiiiiiiiii☆ pushing for a status update before deciding what to do with the next explicitly allowed decision point in their attack chain. Alternately... I don't know if you are somehow implying that you find success in handing players statblocks for monsters & just checking out to let the players run both sides of the combat for you with good results. In my experience even stuff like "I can't reach it from here... It has 50ft of movement bob, move the $monster so it can attack Alice" tends to result in bob saying "that would be an AoO ☝️👆👇👇👈👈👉👉" when the monster takes the 15 foot path that exposes it to one or more AoOs rather than a logical result more often than not. I don't expect that to. I don't expecrt your experience to replicate across many tables if you are suggesting this method be used ☆ anime/Japanese [URL='https://www.quora.com/Why-is-eye-contact-avoided-in-Japan'](uncomfortable[/URL][URL='https://www.youtube.com/watch?v=R2fGKm7lru8'] ssssttttttaaaarrrrrrreeeeeeee[/URL] more friendly to phonetically drawing out. [/QUOTE]
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