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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="doctorbadwolf" data-source="post: 8265673" data-attributes="member: 6704184"><p>Not necessarily in conflict, no. Didn’t say they were. I said that bespoke games, IME, go so hard on their theme that I am rolling dice and referencing game rules to determine if I’m turned on by my hot rival, or whatever, and that isn’t a play experience I enjoy.</p><p></p><p>My direct personal experience disagrees with this claim, strongly. Some editions of D&D, sure, but not the current one. It’s extremely easy to smoothly add to 5e.</p><p></p><p><img class="smilie smilie--emoji" alt="🙄" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" title="Face with rolling eyes :rolling_eyes:" data-shortname=":rolling_eyes:" loading="lazy" width="64" height="64" /> For the love of Melora do we really have to have the “you just only know D&D is why you have this opinion” nonsense in this thread? Can we please not?</p><p></p><p>Failing forward is advice in the dmg, for a start. Skill challenges also exist. They literally use multiple rolls to make skill resolution more granular and graduated.</p><p>You can also just...do a success ladder. I promise the game will handle it just fine. From experience.</p><p></p><p>Why would I change combat? The issue was skills, so I changed skills.</p><p></p><p>If we were friends, I could directly change your mind via personal experience. All I can really say, here, is...not in my experience. Adding a skill success ladder to 5e isnt kludgey at all, nor is replacing inspiration with half-level d6s you can use to modify any roll, regaining 1 d6 per long rest, nor any other mechanic I’ve added to my 5e games to change the play experience.</p><p></p><p>Absolutely. By not having mass combat rules, there is room to deal with a pitched battle however you want. Would more advice for stuff like adding mechanics for a single scene or scenario in a game be helpful? Of course! But I hardly think I’d call D&D more flexible if it had more subsystems!</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8265673, member: 6704184"] Not necessarily in conflict, no. Didn’t say they were. I said that bespoke games, IME, go so hard on their theme that I am rolling dice and referencing game rules to determine if I’m turned on by my hot rival, or whatever, and that isn’t a play experience I enjoy. My direct personal experience disagrees with this claim, strongly. Some editions of D&D, sure, but not the current one. It’s extremely easy to smoothly add to 5e. 🙄 For the love of Melora do we really have to have the “you just only know D&D is why you have this opinion” nonsense in this thread? Can we please not? Failing forward is advice in the dmg, for a start. Skill challenges also exist. They literally use multiple rolls to make skill resolution more granular and graduated. You can also just...do a success ladder. I promise the game will handle it just fine. From experience. Why would I change combat? The issue was skills, so I changed skills. If we were friends, I could directly change your mind via personal experience. All I can really say, here, is...not in my experience. Adding a skill success ladder to 5e isnt kludgey at all, nor is replacing inspiration with half-level d6s you can use to modify any roll, regaining 1 d6 per long rest, nor any other mechanic I’ve added to my 5e games to change the play experience. Absolutely. By not having mass combat rules, there is room to deal with a pitched battle however you want. Would more advice for stuff like adding mechanics for a single scene or scenario in a game be helpful? Of course! But I hardly think I’d call D&D more flexible if it had more subsystems! [/QUOTE]
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