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Best and worst of 5E
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<blockquote data-quote="Mort" data-source="post: 7803857" data-attributes="member: 762"><p>Best:</p><p></p><p>The PHB. Organizational issues aside (and they certainly exist), it introduced a great new edition. One that manages to both feel modern and yet channel the older editions of the game. Two mechanics particularly stand out:</p><p></p><p>1. Concentration: one of the best balancing mechanics to allow spell casters to do their thing but not completely outshine non casters.</p><p></p><p>2. Advantage/disadvantage: a simple yet elegant mechanic both for combat and out.</p><p></p><p>Worst:</p><p></p><p>I'm going with Waterdeep: Dragon Heist. As many problems as HoTDQ has, it doesn't rise to Dragon Heist.</p><p></p><p>1. The "heist" isn't one performed by the players. If you advertise a heist, give the players a heist!</p><p></p><p>2. The adventure has too many instances where it forces you too wander around for no good reason until you stumble upon the path to the next section. It's meant to appear open ended, but it really, really isn't. Often, that's worse than admitting it's linear.</p><p></p><p>3. A 60 page section on villain lairs that the book itself admits, if the players actually explore these lairs, they're likely going to suffer a TPK. I get making the adventure feel more real etc, but 60 pages that doesn't actually fit the adventure is too much.</p><p></p><p>3. The single worst example of railroading I've seen in an adventure, and I've recently re-looked at the Dragonlance modules! [Spoiler]the mcguffin itself will literally force the players to forget they found it, if the DM thinks they found it to early! [/spoiler] That's not clever or cute, it's preposterous and horrible.</p></blockquote><p></p>
[QUOTE="Mort, post: 7803857, member: 762"] Best: The PHB. Organizational issues aside (and they certainly exist), it introduced a great new edition. One that manages to both feel modern and yet channel the older editions of the game. Two mechanics particularly stand out: 1. Concentration: one of the best balancing mechanics to allow spell casters to do their thing but not completely outshine non casters. 2. Advantage/disadvantage: a simple yet elegant mechanic both for combat and out. Worst: I'm going with Waterdeep: Dragon Heist. As many problems as HoTDQ has, it doesn't rise to Dragon Heist. 1. The "heist" isn't one performed by the players. If you advertise a heist, give the players a heist! 2. The adventure has too many instances where it forces you too wander around for no good reason until you stumble upon the path to the next section. It's meant to appear open ended, but it really, really isn't. Often, that's worse than admitting it's linear. 3. A 60 page section on villain lairs that the book itself admits, if the players actually explore these lairs, they're likely going to suffer a TPK. I get making the adventure feel more real etc, but 60 pages that doesn't actually fit the adventure is too much. 3. The single worst example of railroading I've seen in an adventure, and I've recently re-looked at the Dragonlance modules! [Spoiler]the mcguffin itself will literally force the players to forget they found it, if the DM thinks they found it to early! [/spoiler] That's not clever or cute, it's preposterous and horrible. [/QUOTE]
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