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Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
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<blockquote data-quote="EzekielRaiden" data-source="post: 9439026" data-attributes="member: 6790260"><p>I do not disagree with the idea that 5.5e will be similarly not so great for getting new DMs injected into the hobby.</p><p></p><p>That's why I fully expect the rumblings of a 6th edition to begin sometime in the next four to six years. An edition made from the ground up for the <em>new</em> blood that 5e brought in, rather than the (IMO incomplete/half-baked) effort represented by 5.5e. Every edition "update" or "revision" has a shorter lifespan than the pre-update did. </p><p></p><p>As for the earlier part about how different campaigns focus on different parts, sure, I can grant that. My problem is that even in games where it's supposed to be the focus, it's often... well, lackluster at best. Most DMs are not particularly good game designers. Not having actually playtested rules for stuff just tends to mean DMs default to not very engaging tried-and-true basic solutions, which get boring or even frustrating <em>very</em> quickly. Hence why I mentioned encumbrance. It's a rule so often deployed in games, and yet almost never actually <em>interesting</em> other than the ways it'll end up screwing you over. </p><p></p><p>Your example of the players being afraid of pissing off Apollo is interesting, but that strikes me as reflecting more your skill at world building, rather than the fact that you threw around bolts of divine intervention capriciously. My players are deathly afraid of exhibiting bad etiquette when they meet up with noble genies, even their Jinnistani prince "friend", yet they've never personally suffered from a noble genie's wrath. Far from it, actually; they're generally well-liked in Jinnistan, and seen as useful agents and smart diplomats (and their prince "friend" supports a theater company that makes heavily exaggerated/wholly reinvented renditions of their adventures.)</p><p></p><p>They just know that crossing a noble genie's is <em>exceedingly</em> unwise, because they know what noble genies are capable of, and how cold and ruthless and <em>inhuman</em> they can be when their plans/interests are threatened or when they perceive that someone is trying to cause them to lose face. A noble genie <em>looks</em> like a mortal (that is, like a dwarf/elf/human/orc/etc.), and usually <em>resemble</em> mortals in word and deed...but they are NOT mortals, and behind the superficial outer layer, they think and feel in ways mortals don't. You can get along with them, perhaps even become something resembling "friends," but you won't ever really connect with them the way you would a fellow mortal. There will always be a gap, and noble genies as a rule either don't mind that that gap exists, or enjoy exploiting it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9439026, member: 6790260"] I do not disagree with the idea that 5.5e will be similarly not so great for getting new DMs injected into the hobby. That's why I fully expect the rumblings of a 6th edition to begin sometime in the next four to six years. An edition made from the ground up for the [I]new[/I] blood that 5e brought in, rather than the (IMO incomplete/half-baked) effort represented by 5.5e. Every edition "update" or "revision" has a shorter lifespan than the pre-update did. As for the earlier part about how different campaigns focus on different parts, sure, I can grant that. My problem is that even in games where it's supposed to be the focus, it's often... well, lackluster at best. Most DMs are not particularly good game designers. Not having actually playtested rules for stuff just tends to mean DMs default to not very engaging tried-and-true basic solutions, which get boring or even frustrating [I]very[/I] quickly. Hence why I mentioned encumbrance. It's a rule so often deployed in games, and yet almost never actually [I]interesting[/I] other than the ways it'll end up screwing you over. Your example of the players being afraid of pissing off Apollo is interesting, but that strikes me as reflecting more your skill at world building, rather than the fact that you threw around bolts of divine intervention capriciously. My players are deathly afraid of exhibiting bad etiquette when they meet up with noble genies, even their Jinnistani prince "friend", yet they've never personally suffered from a noble genie's wrath. Far from it, actually; they're generally well-liked in Jinnistan, and seen as useful agents and smart diplomats (and their prince "friend" supports a theater company that makes heavily exaggerated/wholly reinvented renditions of their adventures.) They just know that crossing a noble genie's is [I]exceedingly[/I] unwise, because they know what noble genies are capable of, and how cold and ruthless and [I]inhuman[/I] they can be when their plans/interests are threatened or when they perceive that someone is trying to cause them to lose face. A noble genie [I]looks[/I] like a mortal (that is, like a dwarf/elf/human/orc/etc.), and usually [I]resemble[/I] mortals in word and deed...but they are NOT mortals, and behind the superficial outer layer, they think and feel in ways mortals don't. You can get along with them, perhaps even become something resembling "friends," but you won't ever really connect with them the way you would a fellow mortal. There will always be a gap, and noble genies as a rule either don't mind that that gap exists, or enjoy exploiting it. [/QUOTE]
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