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First experience with 5th edition and Lost Mines of Phandelver (no spoilers)
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<blockquote data-quote="Imaculata" data-source="post: 6885001" data-attributes="member: 6801286"><p>Why?</p><p></p><p></p><p></p><p></p><p>So, because it is fixed and non-stacking, it encourage colorful narrative... because according to you if it WAS stacking, it would encourage debate about realism and relative value..., or attempts to find more modifiers to add?</p><p></p><p>It doesn't do this in my experience. Why would a stacking bonus not encourage colorful narrative? Why would the mechanical side of the game, interfere with the narrative side? Can you not provide a colorful narrative as context, AND also provide a +3 bonus at the same time?</p><p></p><p></p><p></p><p></p><p>Okay, so the effect provides a broader bonus. The 3rd edition bonuses are merely a hard bonus to succeed, and the advantage/disadvantage system does even more... but is the end result different?</p><p></p><p></p><p></p><p> I'm starting to understand where you're going wrong with your conclusion. You think that players change their narration to get the best statistical advantage. That is not how the game works. If my players want to achieve something, they'll take precautions, and do their best to succeed at the challenge. But they do not know what gives them a bonus, and what does not. </p><p></p><p>If for example my players want to climb down a steep rock face, then I will narrate to inform them if it is a dangerous climb or not. I'll convey important details that will obviously affect the DC, but they do not know what the DC is. If the climb seems easy enough, they'll just tie a rope and climb down. But if the climb seems hard, they might put some extra effort in, and hammer some pitons into the wall to secure themselves. And yet, they do not know what bonus this will give them. They are not after a bonus. Their goal is success, not statistics. And that goal has not changed between any of the editions of D&D.</p><p></p><p>Additionally, often my players provide a narration AFTER they have either succeeded or failed. Their narration provides context to the outcome, rather than what comes before the check. For example, a player might say that he jumps onto an enemy with his sword, -but he doesn't know if he has succeeded yet. It isn't until the check has been resolved, that I either tell him how he failed, or I give him the opportunity to narrate how he succeeds. The numbers are irrelevant, its all about the outcome.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6885001, member: 6801286"] Why? So, because it is fixed and non-stacking, it encourage colorful narrative... because according to you if it WAS stacking, it would encourage debate about realism and relative value..., or attempts to find more modifiers to add? It doesn't do this in my experience. Why would a stacking bonus not encourage colorful narrative? Why would the mechanical side of the game, interfere with the narrative side? Can you not provide a colorful narrative as context, AND also provide a +3 bonus at the same time? Okay, so the effect provides a broader bonus. The 3rd edition bonuses are merely a hard bonus to succeed, and the advantage/disadvantage system does even more... but is the end result different? I'm starting to understand where you're going wrong with your conclusion. You think that players change their narration to get the best statistical advantage. That is not how the game works. If my players want to achieve something, they'll take precautions, and do their best to succeed at the challenge. But they do not know what gives them a bonus, and what does not. If for example my players want to climb down a steep rock face, then I will narrate to inform them if it is a dangerous climb or not. I'll convey important details that will obviously affect the DC, but they do not know what the DC is. If the climb seems easy enough, they'll just tie a rope and climb down. But if the climb seems hard, they might put some extra effort in, and hammer some pitons into the wall to secure themselves. And yet, they do not know what bonus this will give them. They are not after a bonus. Their goal is success, not statistics. And that goal has not changed between any of the editions of D&D. Additionally, often my players provide a narration AFTER they have either succeeded or failed. Their narration provides context to the outcome, rather than what comes before the check. For example, a player might say that he jumps onto an enemy with his sword, -but he doesn't know if he has succeeded yet. It isn't until the check has been resolved, that I either tell him how he failed, or I give him the opportunity to narrate how he succeeds. The numbers are irrelevant, its all about the outcome. [/QUOTE]
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