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Can an elf rogue be a decent archer in (Basic) D&D 5th edition?
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<blockquote data-quote="Sadras" data-source="post: 6308017" data-attributes="member: 6688277"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=18" target="_blank">Ruin Explorer</a></u></strong></em> I have to echo @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=2525" target="_blank">Mistwell</a></u></strong></em>'s post. </p><p>Both 4e groups I was involved in (I was DM for one) found 4e too restrictive due to the power structure and generally the entire system - one group went the Pathfinder route the other has gone 5e. </p><p></p><p>From our Players' Perspective</p><p>My experience with roleplaying games in general has been that less detail on the character sheet encourages characters to be more creative, because they are not "programmed" to follow the same list or formula of actions on their character sheet for every combat. For us 5e has less on the character sheet than 4e - so I find PCs in our group are far more innovative than they were when playing 4e. </p><p></p><p>From a DM Perspective</p><p>The fact that the core is so simple with the ability to tack on modules as one wishes - indicates to me that the game is rather flexible as a whole, and therefore open to house rules or "house-modules" if you will.</p><p></p><p>1. A character wants to try an unlisted manoeuvre: </p><p>We quickly determine a DC and a roll is made the DM adjudicates the result (5e) </p><p>Have to worry if this is equivalent to an at-will, encounter or daily action due to all the necessary balance that must be maintained (4e). </p><p></p><p>2. A character who doesn't have a *trip* power wants to trip:</p><p>Determine DC and let the character roll (5e) </p><p>Have to ensure that if the character succeeds in *tripping*, the result I as DM allow must not supersede another character's official *trip* power. (4e)</p><p></p><p>3. A character wants to attempt to *trip* again: </p><p>Sure, make a roll, perhaps now the opponent is more aware, the DC is higher or you have disadvantage... whatever (5e) </p><p>I might have to worry about the fact that the character doesn't have another *trip* power or can only perform one *trip* in an encounter (4e). </p><p></p><p>The list goes on. IMO, 5e is just so much easier to manage, house rules are easier to insert, the DM has greater say - given that the system is looser than (3.x and 4e) and as a result the characters have a lot more say on the actions they would like to perform. Its fast, its free and its fun.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6308017, member: 6688277"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=18"]Ruin Explorer[/URL][/U][/B][/I] I have to echo @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=2525"]Mistwell[/URL][/U][/B][/I]'s post. Both 4e groups I was involved in (I was DM for one) found 4e too restrictive due to the power structure and generally the entire system - one group went the Pathfinder route the other has gone 5e. From our Players' Perspective My experience with roleplaying games in general has been that less detail on the character sheet encourages characters to be more creative, because they are not "programmed" to follow the same list or formula of actions on their character sheet for every combat. For us 5e has less on the character sheet than 4e - so I find PCs in our group are far more innovative than they were when playing 4e. From a DM Perspective The fact that the core is so simple with the ability to tack on modules as one wishes - indicates to me that the game is rather flexible as a whole, and therefore open to house rules or "house-modules" if you will. 1. A character wants to try an unlisted manoeuvre: We quickly determine a DC and a roll is made the DM adjudicates the result (5e) Have to worry if this is equivalent to an at-will, encounter or daily action due to all the necessary balance that must be maintained (4e). 2. A character who doesn't have a *trip* power wants to trip: Determine DC and let the character roll (5e) Have to ensure that if the character succeeds in *tripping*, the result I as DM allow must not supersede another character's official *trip* power. (4e) 3. A character wants to attempt to *trip* again: Sure, make a roll, perhaps now the opponent is more aware, the DC is higher or you have disadvantage... whatever (5e) I might have to worry about the fact that the character doesn't have another *trip* power or can only perform one *trip* in an encounter (4e). The list goes on. IMO, 5e is just so much easier to manage, house rules are easier to insert, the DM has greater say - given that the system is looser than (3.x and 4e) and as a result the characters have a lot more say on the actions they would like to perform. Its fast, its free and its fun. [/QUOTE]
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Can an elf rogue be a decent archer in (Basic) D&D 5th edition?
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