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Active Perception Check: 5e and Me
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<blockquote data-quote="Retreater" data-source="post: 9213218" data-attributes="member: 42040"><p>I'll give a few examples of how I've stumbled because of missing mechanics.</p><p></p><p>1) Rewards. Published adventures rarely use XP anymore - just milestones. Which is okay, but what do you use to motivate your players? Treasure? It's awarded randomly, inconsistently across adventures. Magic items don't really matter anymore, yet players want them. And if you award them, the already straining encounter building system gets more fragile. </p><p>2) Encounters. Players streamroll encounters. Or it's a TPK. Neither is fun. I want a dynamic experience where everyone is leaning over the table, cheering over a critical hit, high-fiving another player whose Bless spell made it happen. I understand that this can't be every die roll - or even every encounter or even every session - but to have no energy or enthusiasm for weeks/months on end is disheartening. </p><p>3) Attention. Care about the story/plot/NPCs - at least a little. Get scared when you encounter Strahd. Feel a little solemn when the beloved NPC sacrifices his life for you. Just ... care a little, you know? [I think some of this is actually connected to the first two points. There's just no stakes, nothing to care about, when the game is easy and doesn't have rewards.]</p><p>4) Learn the system. I've run for a variety of 5e groups. Many of the players aren't motivated to learn the rules or their characters. Some of this is that the system isn't (IMO) designed to be especially intuitive.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9213218, member: 42040"] I'll give a few examples of how I've stumbled because of missing mechanics. 1) Rewards. Published adventures rarely use XP anymore - just milestones. Which is okay, but what do you use to motivate your players? Treasure? It's awarded randomly, inconsistently across adventures. Magic items don't really matter anymore, yet players want them. And if you award them, the already straining encounter building system gets more fragile. 2) Encounters. Players streamroll encounters. Or it's a TPK. Neither is fun. I want a dynamic experience where everyone is leaning over the table, cheering over a critical hit, high-fiving another player whose Bless spell made it happen. I understand that this can't be every die roll - or even every encounter or even every session - but to have no energy or enthusiasm for weeks/months on end is disheartening. 3) Attention. Care about the story/plot/NPCs - at least a little. Get scared when you encounter Strahd. Feel a little solemn when the beloved NPC sacrifices his life for you. Just ... care a little, you know? [I think some of this is actually connected to the first two points. There's just no stakes, nothing to care about, when the game is easy and doesn't have rewards.] 4) Learn the system. I've run for a variety of 5e groups. Many of the players aren't motivated to learn the rules or their characters. Some of this is that the system isn't (IMO) designed to be especially intuitive. [/QUOTE]
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