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7 Years of D&D Stories? And a "Big Reveal" Coming?
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<blockquote data-quote="pemerton" data-source="post: 7664962" data-attributes="member: 42582"><p>I wasn't meaning to! I think it's still pretty early in 5e's run. The implications of 3E for play took a while to emerge, and I think that will be the same for 5e, won't it?</p><p></p><p>I'll go back to the example of Inspiration. I think it's the most interesting new action resolution mechanic in 5e, and is tightly coupled with the PC build mechanics (ie background) in a way that is innovative for D&D. But I'm not kidding when I say I've seen almost no discussion of it.</p><p></p><p>Thanks, that's clearly stated and makes sense!</p><p></p><p>What's your view of the default "story progression" (if any?). And also of the way non-combat works (given the absence of a formal skill challenge mechanic)?</p><p></p><p>What's your view of the mathematical balance?</p><p></p><p>To theoretical observation it looks fairly tightly honed (and the spell damage expressions, just to pick on one example, look sufficiently non-aesthetically motivated that the motivation has to be something else, which would be maths). But what about nova-ing (in a context of asymmetric resource suites)? Are there systemic tools to handle this, or does it rely on GM control over pacing?</p><p></p><p>Final question about maths - how have you found the high-level saves issue? I was one of those whose heart sank a little when the fighter's indomitable went from "always on" to rationed. Legitimate concern or needless worry?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7664962, member: 42582"] I wasn't meaning to! I think it's still pretty early in 5e's run. The implications of 3E for play took a while to emerge, and I think that will be the same for 5e, won't it? I'll go back to the example of Inspiration. I think it's the most interesting new action resolution mechanic in 5e, and is tightly coupled with the PC build mechanics (ie background) in a way that is innovative for D&D. But I'm not kidding when I say I've seen almost no discussion of it. Thanks, that's clearly stated and makes sense! What's your view of the default "story progression" (if any?). And also of the way non-combat works (given the absence of a formal skill challenge mechanic)? What's your view of the mathematical balance? To theoretical observation it looks fairly tightly honed (and the spell damage expressions, just to pick on one example, look sufficiently non-aesthetically motivated that the motivation has to be something else, which would be maths). But what about nova-ing (in a context of asymmetric resource suites)? Are there systemic tools to handle this, or does it rely on GM control over pacing? Final question about maths - how have you found the high-level saves issue? I was one of those whose heart sank a little when the fighter's indomitable went from "always on" to rationed. Legitimate concern or needless worry? [/QUOTE]
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