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5e Play, 1e Play, and the Immersive Experience
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<blockquote data-quote="KenNYC" data-source="post: 7538054" data-attributes="member: 6791261"><p>Running away is always a sensible option. </p><p></p><p>Regarding the rest of your post: You seem to look at D&D as a board game and you want to know all the rules to then make the best decision. This is the culture of 5e I have found. Going back to your third level cleric encountering a vampire for the first time, how would he know if it is a good idea to try and turn it? He's never run into one before, and apparently neither have you. To use the original poster's term, isn't it more immersive for you to try to turn Dracula, roll a 20, get told you failed, and then say "Holy #$%!" then to start the encounter with an analysis on the mathematical chances of a successful die roll? Why not just try to turn the vampire, and then you will know for every other vampire you ever meet?</p><p></p><p>This is where 1e shines: The turning tables are in the DMG, and the DMG says to not let the players see the book. 5e twists the entire concept of role playing on its head. The PHB removed all role playing potential for the character, instead giving you math, percentages, and what you need to roll--giving you no opportunity to discover anything except what feat or level upgrade will give you a 3% better chance when encountering whatever. So since there is no role playing potential, the new definition of role playing is add a funny voice. No experiencing what your character experiences, instead math out your stats and then throw in an accent for a sentence or two. That's what role playing has become as the editions have progressed, and to answer the OP's questions, 1e is more immersive.</p><p></p><p></p><p>I play 5e now and then. I have no idea why my DM always tells me what I need to roll. Let me roll, tell me I fail and then let me think what to do next, rather than let me think "I have to roll a 21, I better not make the attempt". That's not role playing, that's rule playing.</p></blockquote><p></p>
[QUOTE="KenNYC, post: 7538054, member: 6791261"] Running away is always a sensible option. Regarding the rest of your post: You seem to look at D&D as a board game and you want to know all the rules to then make the best decision. This is the culture of 5e I have found. Going back to your third level cleric encountering a vampire for the first time, how would he know if it is a good idea to try and turn it? He's never run into one before, and apparently neither have you. To use the original poster's term, isn't it more immersive for you to try to turn Dracula, roll a 20, get told you failed, and then say "Holy #$%!" then to start the encounter with an analysis on the mathematical chances of a successful die roll? Why not just try to turn the vampire, and then you will know for every other vampire you ever meet? This is where 1e shines: The turning tables are in the DMG, and the DMG says to not let the players see the book. 5e twists the entire concept of role playing on its head. The PHB removed all role playing potential for the character, instead giving you math, percentages, and what you need to roll--giving you no opportunity to discover anything except what feat or level upgrade will give you a 3% better chance when encountering whatever. So since there is no role playing potential, the new definition of role playing is add a funny voice. No experiencing what your character experiences, instead math out your stats and then throw in an accent for a sentence or two. That's what role playing has become as the editions have progressed, and to answer the OP's questions, 1e is more immersive. I play 5e now and then. I have no idea why my DM always tells me what I need to roll. Let me roll, tell me I fail and then let me think what to do next, rather than let me think "I have to roll a 21, I better not make the attempt". That's not role playing, that's rule playing. [/QUOTE]
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