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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="Celtavian" data-source="post: 6463385" data-attributes="member: 5834"><p>I've never been much concerned with what an individual table does. People change things to make them more enjoyable for themselves and their group. Our group is no different. Two of us (including myself) like to roleplay and participate in a story and two of us like combat and advancement. I imagine a lot of groups are mixed. The two that like story and role-playing drive the module forward during the non-combat parts that involve spying or role-playing and the two that don't read the books or text on their phones until we get to the combat part occasionally tossing in a line or two of role-playing. </p><p></p><p>As far as the game design goes, the majority of advancement (experience points) comes from combat. That's why it is the largest pillar. The game is designed to resolve conflicts and advance based on a majority of combat encounters.</p><p></p><p>If we were voting, we might vote a buffer as Most Valuable Character as well. Mainly because they enhance the ability to do damage and keep people from dying. Both combat elements. Most certainly not because they made the most Charisma checks in social interactions or snuck around the most. Combat Wombats as you call them always love the guy that keeps them alive and makes them better at fighting. Just because someone isn't swinging the weapon themselves doesn't mean they aren't having a powerful effect on combat. I know in our group the guy casting <em>bless</em> is well loved. Everybody gives that guy a lot of praise, so they can keep getting their <em>bless</em>.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6463385, member: 5834"] I've never been much concerned with what an individual table does. People change things to make them more enjoyable for themselves and their group. Our group is no different. Two of us (including myself) like to roleplay and participate in a story and two of us like combat and advancement. I imagine a lot of groups are mixed. The two that like story and role-playing drive the module forward during the non-combat parts that involve spying or role-playing and the two that don't read the books or text on their phones until we get to the combat part occasionally tossing in a line or two of role-playing. As far as the game design goes, the majority of advancement (experience points) comes from combat. That's why it is the largest pillar. The game is designed to resolve conflicts and advance based on a majority of combat encounters. If we were voting, we might vote a buffer as Most Valuable Character as well. Mainly because they enhance the ability to do damage and keep people from dying. Both combat elements. Most certainly not because they made the most Charisma checks in social interactions or snuck around the most. Combat Wombats as you call them always love the guy that keeps them alive and makes them better at fighting. Just because someone isn't swinging the weapon themselves doesn't mean they aren't having a powerful effect on combat. I know in our group the guy casting [I]bless[/I] is well loved. Everybody gives that guy a lot of praise, so they can keep getting their [I]bless[/I]. [/QUOTE]
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Community
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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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