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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7748793" data-attributes="member: 6873517"><p>I currently stick close-ish to 5E RAW, but have definitely found spots I don't like. A lot of it depends on the group, though. Some groups are much more tolerant of alterations that others. Totally agree about introducing newbies with something as complicated as early 4E. </p><p></p><p></p><p></p><p></p><p></p><p>Don't tell people they're in the middle of one helps a ton. Another is to adopt the basic idea, but make it obvious. This works better for, say, unlocking a chest. For example, clearly describe it as having two traps (requiring two rolls to remove, making one magical so Arcana, for instance) and three security measures. </p><p></p><p>The Skill Challenge has the substantial benefit of using something like the hit point mechanic, which just fundamentally requires multiple stabs to succeed and is a way of measuring partial success.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7748793, member: 6873517"] I currently stick close-ish to 5E RAW, but have definitely found spots I don't like. A lot of it depends on the group, though. Some groups are much more tolerant of alterations that others. Totally agree about introducing newbies with something as complicated as early 4E. Don't tell people they're in the middle of one helps a ton. Another is to adopt the basic idea, but make it obvious. This works better for, say, unlocking a chest. For example, clearly describe it as having two traps (requiring two rolls to remove, making one magical so Arcana, for instance) and three security measures. The Skill Challenge has the substantial benefit of using something like the hit point mechanic, which just fundamentally requires multiple stabs to succeed and is a way of measuring partial success. [/QUOTE]
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Flipping the Table: Did Removing Miniatures Save D&D?
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