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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Bedrockgames" data-source="post: 5965857" data-attributes="member: 85555"><p>It certainly has am impact and it is quite clever because it means the character has the knowledge to act without making a fool of himself, but it doesn't interefere with or replace the role play (and for lots of AD&D players that is important). So the player can say "i make an etiquette roll to see if I know how to address the king and behave in his presence" if the player makes it the gm might say "you know to address him as your lordship and that bowing is expected before speaking". Tis does have an impact on the game.</p><p></p><p></p><p></p><p>You could do this, or you could have it as a option. Depends on what kind of play you cater to with the core rules. I would rather it be an optional rule. </p><p></p><p></p><p></p><p>Not familiar enough with the first and third one. My games are 2E and 3E. The answer though is complicated and counter intuitive are not automatically bad if they achieve the result you want. Some people like complicated rules if they add something to play (realism, fun procedure, etc) others don't mind counter intuitive if it is a better option than a more intuitive approach (for example 2e's switching from roll over to roll under s counter intuitive but I find the actual rolls themselves and subsystems often work better for me than 3E's more intuitive d20 + modifier against a target number. </p><p></p><p>For grapple, that is not my favorite mechanic. I dont think D&D as ever really done wrestling or punching well. But i know people who did like grapple and saw it as a vast improvement over the wrestling and ko chart. If you are willing to pit the effort in to master the grapple rules, it works just fine. Personally i dont want to have to memorize a minigame just to pin someone down, but I wouldn't say its objectively bad design.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5965857, member: 85555"] It certainly has am impact and it is quite clever because it means the character has the knowledge to act without making a fool of himself, but it doesn't interefere with or replace the role play (and for lots of AD&D players that is important). So the player can say "i make an etiquette roll to see if I know how to address the king and behave in his presence" if the player makes it the gm might say "you know to address him as your lordship and that bowing is expected before speaking". Tis does have an impact on the game. You could do this, or you could have it as a option. Depends on what kind of play you cater to with the core rules. I would rather it be an optional rule. Not familiar enough with the first and third one. My games are 2E and 3E. The answer though is complicated and counter intuitive are not automatically bad if they achieve the result you want. Some people like complicated rules if they add something to play (realism, fun procedure, etc) others don't mind counter intuitive if it is a better option than a more intuitive approach (for example 2e's switching from roll over to roll under s counter intuitive but I find the actual rolls themselves and subsystems often work better for me than 3E's more intuitive d20 + modifier against a target number. For grapple, that is not my favorite mechanic. I dont think D&D as ever really done wrestling or punching well. But i know people who did like grapple and saw it as a vast improvement over the wrestling and ko chart. If you are willing to pit the effort in to master the grapple rules, it works just fine. Personally i dont want to have to memorize a minigame just to pin someone down, but I wouldn't say its objectively bad design. [/QUOTE]
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