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Climbing a tower rules 5e
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<blockquote data-quote="Imaculata" data-source="post: 8198695" data-attributes="member: 6801286"><p>Fair enough. Be that as it may, I think we can all agree that by raw, a check is not enforced for something like climbing a tall rope, or a stressful drop.</p><p></p><p>And I presume we can also agree that 5e design philosophy is in favor of simplicity and a lot less rolls.</p><p></p><p>So our interpretation of the rules is at the very least in line with that design philosophy. And that is something I've been trying to get at the last few pages. There's not just the rules as written, but also 5e design intent that supports our position. After all, climbing, swimming and jumping were made into movement for a reason.</p><p></p><p>There simply seems to be a lot of resistance to 5e's style of play. Its simplicity, its handwaving of rolls, and its focus on expediance. But these are the strength of the system in my view. They are what make 5e different from older editions. 5e is more than just a rules-light version of 3rd edition. There is a different mindset in 5e in regards to how D&D is to be played. And it has honestly changed how I run older editions as well.</p><p></p><p>It is to be embraced, not resisted. And I know that may sound odd coming from someone who prefers 3.5. But I do get it, and I appreciate what 5e is trying to do. We shouldn't look back all the time. We should also look forward, and recognize that a lot of this handwaving is an improvement, and the new way of playing D&D.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8198695, member: 6801286"] Fair enough. Be that as it may, I think we can all agree that by raw, a check is not enforced for something like climbing a tall rope, or a stressful drop. And I presume we can also agree that 5e design philosophy is in favor of simplicity and a lot less rolls. So our interpretation of the rules is at the very least in line with that design philosophy. And that is something I've been trying to get at the last few pages. There's not just the rules as written, but also 5e design intent that supports our position. After all, climbing, swimming and jumping were made into movement for a reason. There simply seems to be a lot of resistance to 5e's style of play. Its simplicity, its handwaving of rolls, and its focus on expediance. But these are the strength of the system in my view. They are what make 5e different from older editions. 5e is more than just a rules-light version of 3rd edition. There is a different mindset in 5e in regards to how D&D is to be played. And it has honestly changed how I run older editions as well. It is to be embraced, not resisted. And I know that may sound odd coming from someone who prefers 3.5. But I do get it, and I appreciate what 5e is trying to do. We shouldn't look back all the time. We should also look forward, and recognize that a lot of this handwaving is an improvement, and the new way of playing D&D. [/QUOTE]
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