Sacrosanct
Legend
Not sure if that's the best way to word the title of the thread, but here's what I'm getting at. It seems to me that 5e seems to go back to really making creative thinking as it impacts your environment, rather than rely on a power/skill/feat to overcome a combat challenge, that may have been the emphasis in recent editions.
This isn't meant to edition war, or even remotely imply that you couldn't do creative thinking with your environment in recent editions, and in fact I'm sure lots of people did. But rather, an observation that 5e places less emphasis on powers/skills, and therefore indirectly encourages out of the box thinking similar to TSR editions.
This hit me playing HotDQ the other day.
*****SPOILERS*****
In episode 4, where you are supposed to infiltrate the caves and recon and/or destroy the dragon eggs. I was playing a level 3 shadow monk, and when we entered the caves, we captured one of the drunk cultists. I donned his robes and proceeded to scout ahead. I came to the big room with the dozen or so cultists, managed to get a natural 20 on my persuade check when they asked why I was there, and continued to scout down the hallway to the cleric's chambers. First thought is, "Ok, if we battle these guys, I don't want them fleeing down here, and I don't want her coming to help. She looks formidable." So in that hallway, out of sight, I laid down caltrops, a hunting trap, and poured my flask of oil over them.
During the battle, sure enough two guards tried to flee to her and get her, got caught in my trap, and I threw a torch to set them on fire and prevent the cleric from coming.
In recent editions, looking back, I think that probably would have been handled with more powers. I.e., abilities to control the battlefield via trips, shoves, pulls, etc in combination with AoO attacks. Something easier for the player to fall back on since it's right there on your character sheet. With 5e, there aren't nearly as many tactical powers or rules yet, so we found ourselves thinking more outside of the box like we did with AD&D.
Is it just me that noticed this?
This isn't meant to edition war, or even remotely imply that you couldn't do creative thinking with your environment in recent editions, and in fact I'm sure lots of people did. But rather, an observation that 5e places less emphasis on powers/skills, and therefore indirectly encourages out of the box thinking similar to TSR editions.
This hit me playing HotDQ the other day.
*****SPOILERS*****
In episode 4, where you are supposed to infiltrate the caves and recon and/or destroy the dragon eggs. I was playing a level 3 shadow monk, and when we entered the caves, we captured one of the drunk cultists. I donned his robes and proceeded to scout ahead. I came to the big room with the dozen or so cultists, managed to get a natural 20 on my persuade check when they asked why I was there, and continued to scout down the hallway to the cleric's chambers. First thought is, "Ok, if we battle these guys, I don't want them fleeing down here, and I don't want her coming to help. She looks formidable." So in that hallway, out of sight, I laid down caltrops, a hunting trap, and poured my flask of oil over them.
During the battle, sure enough two guards tried to flee to her and get her, got caught in my trap, and I threw a torch to set them on fire and prevent the cleric from coming.
In recent editions, looking back, I think that probably would have been handled with more powers. I.e., abilities to control the battlefield via trips, shoves, pulls, etc in combination with AoO attacks. Something easier for the player to fall back on since it's right there on your character sheet. With 5e, there aren't nearly as many tactical powers or rules yet, so we found ourselves thinking more outside of the box like we did with AD&D.
Is it just me that noticed this?