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General Tabletop Discussion
*Dungeons & Dragons
5E's "Missed Opportunities?"
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<blockquote data-quote="Nine Hands" data-source="post: 7512923" data-attributes="member: 4919"><p>I agree with most of your points and I have some suggestions that have worked for me.</p><p></p><p>1) For my games, I think the background features are the best part of each background and I started letting my players select an additional background feature at each tier (so one more at 5th, 11th, and 17th level). This worked really well, allowing for a roleplaying benefit to apply as the character grows. </p><p></p><p>2) Awarding inspiration isn't easy for the GM, so I put a small cluster of dice in the middle of the table and let players award it for good roleplaying. I've even had players award NPCs inspiration <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>3) I do agree here, the tools for adventure writers are there, they are not being used.</p><p></p><p>4) I think the positives of Advantage/Disadvantage outweigh the negatives. Advantage is easy to implement and can be added afterwards without requiring mental gymnastics. Since flanking is an optional rule in the DMG, I wouldn't consider it a part of the "proper" game but you do make a good point.</p><p></p><p>5) Bounded Accuracy is one of the best things to come out for D&D, I've played with people who have a hard time with math. This one change makes the game more friendly towards them. In addition, it makes lower CR monsters still dangerous at higher levels. I recommend taking some ideas from 4th Edition monsters if you want to have monsters be more than bags of hit points.</p></blockquote><p></p>
[QUOTE="Nine Hands, post: 7512923, member: 4919"] I agree with most of your points and I have some suggestions that have worked for me. 1) For my games, I think the background features are the best part of each background and I started letting my players select an additional background feature at each tier (so one more at 5th, 11th, and 17th level). This worked really well, allowing for a roleplaying benefit to apply as the character grows. 2) Awarding inspiration isn't easy for the GM, so I put a small cluster of dice in the middle of the table and let players award it for good roleplaying. I've even had players award NPCs inspiration :) 3) I do agree here, the tools for adventure writers are there, they are not being used. 4) I think the positives of Advantage/Disadvantage outweigh the negatives. Advantage is easy to implement and can be added afterwards without requiring mental gymnastics. Since flanking is an optional rule in the DMG, I wouldn't consider it a part of the "proper" game but you do make a good point. 5) Bounded Accuracy is one of the best things to come out for D&D, I've played with people who have a hard time with math. This one change makes the game more friendly towards them. In addition, it makes lower CR monsters still dangerous at higher levels. I recommend taking some ideas from 4th Edition monsters if you want to have monsters be more than bags of hit points. [/QUOTE]
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