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General Tabletop Discussion
*Dungeons & Dragons
5E's "Missed Opportunities?"
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<blockquote data-quote="5ekyu" data-source="post: 7511764" data-attributes="member: 6919838"><p>my observations on this are that IMO this is partly system presentation and partly player experience.</p><p></p><p>i have often said every Gm should run a diceless game or two for a half-dozen sessions. The reason is that the better diceless systems work on getting the Gm to see how important scenery and situation matters and to look at scenery as "ways to change the tactics and shift the outcomes" as opposed to scenery being mostly "that boxed description we read before initiative is rolled."</p><p></p><p>Even if the players see the key to success being "zero hp them" if they see the monsters using scenery to heal or scenery exists that can be used to prevent taking damage or to block other folks from getting attacks - then those become significant changers.</p><p></p><p>One of the keys to success in the games i run is more often than not "stopping the other guys from getting attacks off" rather than just doing more DPR. </p><p></p><p>i do not think the d&D system has ever done that good a job at helping the Gm in this way, to see easily beyond the HP without total bypass of HP... but the GMs can see that play out in other games and bring that experience back to the table. </p><p></p><p>Straight up and simple - i have seen Fog Cloud/Wall of Fog make massive changes to a combat scene away from what one side or the other "planned" - thats in any edition 1-2-3-5. its not doing any damage at all but can absolutely ruin one side's plan.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7511764, member: 6919838"] my observations on this are that IMO this is partly system presentation and partly player experience. i have often said every Gm should run a diceless game or two for a half-dozen sessions. The reason is that the better diceless systems work on getting the Gm to see how important scenery and situation matters and to look at scenery as "ways to change the tactics and shift the outcomes" as opposed to scenery being mostly "that boxed description we read before initiative is rolled." Even if the players see the key to success being "zero hp them" if they see the monsters using scenery to heal or scenery exists that can be used to prevent taking damage or to block other folks from getting attacks - then those become significant changers. One of the keys to success in the games i run is more often than not "stopping the other guys from getting attacks off" rather than just doing more DPR. i do not think the d&D system has ever done that good a job at helping the Gm in this way, to see easily beyond the HP without total bypass of HP... but the GMs can see that play out in other games and bring that experience back to the table. Straight up and simple - i have seen Fog Cloud/Wall of Fog make massive changes to a combat scene away from what one side or the other "planned" - thats in any edition 1-2-3-5. its not doing any damage at all but can absolutely ruin one side's plan. [/QUOTE]
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