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<blockquote data-quote="Lyxen" data-source="post: 8385865" data-attributes="member: 7032025"><p>Just read the introduction to the PH. I know, most of the people ignore it because they want to go to the crunchy parts, but it's actually well written. After that, of course, do whatever you want to do to have fun. But if people would only read the complete book, it might avoid people then complaining about the way the game has been designed. It has not been designed to be crunchy. It has not been designed as a fighting game with precise rules lie 4e was for example.</p><p></p><p></p><p></p><p>And this is just the proof that wealth does not matter. In previous editions, you needed wealth as it was an integral part of the computations needed to make sure you survived. In 5e, it serves no purpose.</p><p></p><p>Of course, inventive DMs can always make it matter in terms of story, but for example in my Avernus campaign, they are quite rich but it avails them to nothing as the only currency that is valid in Hell are souls...</p><p></p><p></p><p></p><p>It does matter, because once more it influenced the design of the game, and what you can easily do with it, compared to what is painful or annoying to do with it.</p><p></p><p></p><p></p><p>Validity is one thing, ease of use and appropriateness is something else, see below.</p><p></p><p></p><p></p><p>Personally, I prefer playing games in line with their intent, just like I like driving cars in line with the intent of the constructor. I will not taker a ferrari to drive on tracks in the jungle. I could, but it would be silly, just like racing my 4x4 around a circuit track. I can probably do it for a while, but it will be less fun than driving a ferrari around a race track or driving my 4x4 on a jungle track.</p><p></p><p>As an example, people wanting a really crunchy tactical game are frustrated by 5e, and for good reason. The grid system is underdeveloped and clumsy because it's just an option for example. Lots of people are complaining about the action system, or the character creation process, as they are not developed enough, not enough tactical and technical possibilities, etc.</p><p></p><p>Again, there is nothing wrong with wanting these things, I used to love that at some points in my roleplaying history. But 5e has not been designed with these sort of details in mind, and it shows.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8385865, member: 7032025"] Just read the introduction to the PH. I know, most of the people ignore it because they want to go to the crunchy parts, but it's actually well written. After that, of course, do whatever you want to do to have fun. But if people would only read the complete book, it might avoid people then complaining about the way the game has been designed. It has not been designed to be crunchy. It has not been designed as a fighting game with precise rules lie 4e was for example. And this is just the proof that wealth does not matter. In previous editions, you needed wealth as it was an integral part of the computations needed to make sure you survived. In 5e, it serves no purpose. Of course, inventive DMs can always make it matter in terms of story, but for example in my Avernus campaign, they are quite rich but it avails them to nothing as the only currency that is valid in Hell are souls... It does matter, because once more it influenced the design of the game, and what you can easily do with it, compared to what is painful or annoying to do with it. Validity is one thing, ease of use and appropriateness is something else, see below. Personally, I prefer playing games in line with their intent, just like I like driving cars in line with the intent of the constructor. I will not taker a ferrari to drive on tracks in the jungle. I could, but it would be silly, just like racing my 4x4 around a circuit track. I can probably do it for a while, but it will be less fun than driving a ferrari around a race track or driving my 4x4 on a jungle track. As an example, people wanting a really crunchy tactical game are frustrated by 5e, and for good reason. The grid system is underdeveloped and clumsy because it's just an option for example. Lots of people are complaining about the action system, or the character creation process, as they are not developed enough, not enough tactical and technical possibilities, etc. Again, there is nothing wrong with wanting these things, I used to love that at some points in my roleplaying history. But 5e has not been designed with these sort of details in mind, and it shows. [/QUOTE]
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