Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8270248" data-attributes="member: 16814"><p>Sorry, I am not. If you need to know, then that is acknowledging that you liked his post without understanding it. I'm not out on a limb here -- my points do not, at all, rely on what Magic Sword might think the reason 5e is easy to create ad hoc GM solutions for things. I've already made the point why this is -- it's not something hard to disagree with, it's just being fought against because, well, not really sure, seems like some sort of strange need to protect 5e.</p><p></p><p>5e is easy to create ad hoc solutions for things because it is built to do so. How do you bribe a guard? The GM will tell you. How do you sneak into a vault? The GM will tell you. How do you disguise yourself as the king? The GM will tell you. There's no support in 5e for any of these things because it's all been passed off onto the GM to determine how these things work. How do you kill the orc, though, has pages of rules. There's support for hitting things with pointy sticks. And, the way you determine this support, is read the rules as a player and try to find out how you gather information on your target, how you do the actions, and how you determine what happens afterwards (success, failure, or both). All of these bits exist in Blades -- you can read the rules and know how these things will happen within the rules -- the game is the details and actually seeing what bits do happen. In 5e, you cannot find any of this -- at all. It doesn't exist. In it's place is a great big, "the GM will tell you how this works." 5e lacks support for heists -- it requires, as a point of design, that the GM create/determine how this works.</p><p></p><p>Now, here's the thing, and the point I've been saving because it's done a good job rearing up in this thread -- this is fine. If it's what you like -- if you like the GM creating these kinds of things ad hoc and running with it, if you trust your GM to do so and do so well, then AWESOME! This is great. The problem comes in not in that you cannot get a good outcome for a heist in 5e, but that any such outcome is entirely a product of your table and your GM. 5e does not help you. The thing that this means is that if it's worked for you, if you're happy with your table, it's quite easy to mistake your table for 5e, and that's quite a lot of what I see in these threads. The suggestion to look to other games because they have support for things in their rules is taken as a slight on how well your table has done it, and there's little thought to how much effort and trust and experience actually went into it going well at your table. This is an ongoing problem for 5e -- the good GM fallacy. That all it takes is a good GM, which you cannot get a consensus on what makes a good GM outside of a few very broad things, to make 5e the bestest. That failure to get 5e to do all the things is a failure of good GMing, and the answer isn't to look to other systems, but rather to "get gud." This is damaging to the hobby.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8270248, member: 16814"] Sorry, I am not. If you need to know, then that is acknowledging that you liked his post without understanding it. I'm not out on a limb here -- my points do not, at all, rely on what Magic Sword might think the reason 5e is easy to create ad hoc GM solutions for things. I've already made the point why this is -- it's not something hard to disagree with, it's just being fought against because, well, not really sure, seems like some sort of strange need to protect 5e. 5e is easy to create ad hoc solutions for things because it is built to do so. How do you bribe a guard? The GM will tell you. How do you sneak into a vault? The GM will tell you. How do you disguise yourself as the king? The GM will tell you. There's no support in 5e for any of these things because it's all been passed off onto the GM to determine how these things work. How do you kill the orc, though, has pages of rules. There's support for hitting things with pointy sticks. And, the way you determine this support, is read the rules as a player and try to find out how you gather information on your target, how you do the actions, and how you determine what happens afterwards (success, failure, or both). All of these bits exist in Blades -- you can read the rules and know how these things will happen within the rules -- the game is the details and actually seeing what bits do happen. In 5e, you cannot find any of this -- at all. It doesn't exist. In it's place is a great big, "the GM will tell you how this works." 5e lacks support for heists -- it requires, as a point of design, that the GM create/determine how this works. Now, here's the thing, and the point I've been saving because it's done a good job rearing up in this thread -- this is fine. If it's what you like -- if you like the GM creating these kinds of things ad hoc and running with it, if you trust your GM to do so and do so well, then AWESOME! This is great. The problem comes in not in that you cannot get a good outcome for a heist in 5e, but that any such outcome is entirely a product of your table and your GM. 5e does not help you. The thing that this means is that if it's worked for you, if you're happy with your table, it's quite easy to mistake your table for 5e, and that's quite a lot of what I see in these threads. The suggestion to look to other games because they have support for things in their rules is taken as a slight on how well your table has done it, and there's little thought to how much effort and trust and experience actually went into it going well at your table. This is an ongoing problem for 5e -- the good GM fallacy. That all it takes is a good GM, which you cannot get a consensus on what makes a good GM outside of a few very broad things, to make 5e the bestest. That failure to get 5e to do all the things is a failure of good GMing, and the answer isn't to look to other systems, but rather to "get gud." This is damaging to the hobby. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
Top