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<blockquote data-quote="doctorbadwolf" data-source="post: 8290090" data-attributes="member: 6704184"><p>This is the part where you lose me, because that doesn’t follow. A thief rogue can knock out a guard using a stealth check and maybe a grapple. The assassin rogue can do that too, and if they fail a check an initiative is rolled they will likely still have surprise, and will still have a chance of taking down the guard in one hit, or at least taking so much of the guard’s HP that there is no real chance of a second round. </p><p> </p><p>What exactly is the issue here?</p><p></p><p>In this specific example? There are many ways that “I want to silently knock out that guard” can be resolved in 5e, which IME leads to players and DMs feeling more free to just jump into play and improvise and use whatever tool feels right in a given moment. </p><p> </p><p>The main thing that marks the difference between 5e and pbta style games is process mechanization vs toolkit design. Most player I know will improv more in a game where the rules are presented as a toolkit, and more DMs, especially casual or new DMs, will feel like they’re “allowed” to improv, or that they can do so without breaking their game.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8290090, member: 6704184"] This is the part where you lose me, because that doesn’t follow. A thief rogue can knock out a guard using a stealth check and maybe a grapple. The assassin rogue can do that too, and if they fail a check an initiative is rolled they will likely still have surprise, and will still have a chance of taking down the guard in one hit, or at least taking so much of the guard’s HP that there is no real chance of a second round. What exactly is the issue here? In this specific example? There are many ways that “I want to silently knock out that guard” can be resolved in 5e, which IME leads to players and DMs feeling more free to just jump into play and improvise and use whatever tool feels right in a given moment. The main thing that marks the difference between 5e and pbta style games is process mechanization vs toolkit design. Most player I know will improv more in a game where the rules are presented as a toolkit, and more DMs, especially casual or new DMs, will feel like they’re “allowed” to improv, or that they can do so without breaking their game. [/QUOTE]
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