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First experience with 5th edition and Lost Mines of Phandelver (no spoilers)
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<blockquote data-quote="Bigkahuna" data-source="post: 6883509" data-attributes="member: 6808141"><p>I do understand what your saying and I do think there is some truth to it. A system can't be completely left to devices like adv./dis. , as players we are playing a game and for it to be a good game it needs to have rules so we know when we are winning or losing. I think sometimes people forget that while role-playing games have role-playing, they are still games, people are trying to win and while this is often narrativly speaking (a personal win for glory, accomplishment, treasure or whatever) its also a mini win to pull of an action, roll the dice and succeed.</p><p></p><p>That said, when the depth of the game mechanics in a role-playing game gets too mathematical, it becomes too gamy pulling you too far out of the narrative element of the game and I think 3rd and 4th edition both suffered from that and if you used a lot of the extra rules in 2nd edition it did as well. 3rd edition was fortunately more manageable because you could simply ignore many of the rules, they weren't core functions of the game. For example you could easily pull all the modifiers out of 3rd edition and use 5th edition adv./dis system and the effect would be the same as in 5th edition.. thats really all they did.. same with 2nd edition. I think only 4th edition would be difficult to adjust since each power was basically its own mechanic, it was less flexible in that way.</p><p></p><p>In any case, I do think adv/dis system promotes role-playing and narrative/improvised actions by being a system designed for it. Players and GM's alike know what the interpretations will be mechanically, so they can simply enjoy creating the action to get a great mental picture without being burdened with trying to figuire out how the mechanics will impact any given action... you either get an adv. or dis. or not, thats pretty much the only decesion that needs to be made. Sometimes you throw in a skill check when appropriate, perhaps a saving throw but all and all, the tools are very stable and don't require you to invent anything, in particular the part I like is that you don't have to assign a value to it. Is it +1? +2 or +5? .. Its always this sort of added judgement you have to make which burdened the game unnecessarily.</p></blockquote><p></p>
[QUOTE="Bigkahuna, post: 6883509, member: 6808141"] I do understand what your saying and I do think there is some truth to it. A system can't be completely left to devices like adv./dis. , as players we are playing a game and for it to be a good game it needs to have rules so we know when we are winning or losing. I think sometimes people forget that while role-playing games have role-playing, they are still games, people are trying to win and while this is often narrativly speaking (a personal win for glory, accomplishment, treasure or whatever) its also a mini win to pull of an action, roll the dice and succeed. That said, when the depth of the game mechanics in a role-playing game gets too mathematical, it becomes too gamy pulling you too far out of the narrative element of the game and I think 3rd and 4th edition both suffered from that and if you used a lot of the extra rules in 2nd edition it did as well. 3rd edition was fortunately more manageable because you could simply ignore many of the rules, they weren't core functions of the game. For example you could easily pull all the modifiers out of 3rd edition and use 5th edition adv./dis system and the effect would be the same as in 5th edition.. thats really all they did.. same with 2nd edition. I think only 4th edition would be difficult to adjust since each power was basically its own mechanic, it was less flexible in that way. In any case, I do think adv/dis system promotes role-playing and narrative/improvised actions by being a system designed for it. Players and GM's alike know what the interpretations will be mechanically, so they can simply enjoy creating the action to get a great mental picture without being burdened with trying to figuire out how the mechanics will impact any given action... you either get an adv. or dis. or not, thats pretty much the only decesion that needs to be made. Sometimes you throw in a skill check when appropriate, perhaps a saving throw but all and all, the tools are very stable and don't require you to invent anything, in particular the part I like is that you don't have to assign a value to it. Is it +1? +2 or +5? .. Its always this sort of added judgement you have to make which burdened the game unnecessarily. [/QUOTE]
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