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General Tabletop Discussion
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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="Neonchameleon" data-source="post: 8924340" data-attributes="member: 87792"><p>That's because you've missed one of mine that got buried. So I'll rewrite.</p><p></p><p>Predictability leads to more ability to plan and planning and testing your planning is fun. But 5e does not lean in to the positive aspects of planning either in the oD&D sense, the 3.X sense, or the 4e sense.</p><ul> <li data-xf-list-type="ul">oD&D involved <em>operational</em> planning. Resources, light management, time management and testing your luck against the wandering monster checks. Not in 5e at all that I can tell (and light is a cantrip, long rests are full recharges, and there's a lot of spells that make these issues trivial).</li> <li data-xf-list-type="ul">3.X involved <em>strategic</em> planning. Buying/making items (no longer a magic item market), layering buffs, and trying to win before the fight started. 5e has deliberately taken away the magic item market and included Concentration to minimise layered buffs.</li> <li data-xf-list-type="ul">4e involved <em>tactical</em> planning, combining powers with each other, using the terrain, and using forced movement to take advantage of the terrain. 5e has minimal forced movement, Advantage rolls up almost all the small modifiers, and Dex giving everyone full finesse melee modifiers and Str full thrown weapon modifiers means there's little point diving the back line or even immobilising the front line.</li> </ul><p>There is nothing wrong with predictability because it enables types of gameplay to work better. 5e's goal is not being the best D&D but the least worst - and its predictability isn't paired with anything that makes that sort of predictability shine.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8924340, member: 87792"] That's because you've missed one of mine that got buried. So I'll rewrite. Predictability leads to more ability to plan and planning and testing your planning is fun. But 5e does not lean in to the positive aspects of planning either in the oD&D sense, the 3.X sense, or the 4e sense. [LIST] [*]oD&D involved [I]operational[/I] planning. Resources, light management, time management and testing your luck against the wandering monster checks. Not in 5e at all that I can tell (and light is a cantrip, long rests are full recharges, and there's a lot of spells that make these issues trivial). [*]3.X involved [I]strategic[/I] planning. Buying/making items (no longer a magic item market), layering buffs, and trying to win before the fight started. 5e has deliberately taken away the magic item market and included Concentration to minimise layered buffs. [*]4e involved [I]tactical[/I] planning, combining powers with each other, using the terrain, and using forced movement to take advantage of the terrain. 5e has minimal forced movement, Advantage rolls up almost all the small modifiers, and Dex giving everyone full finesse melee modifiers and Str full thrown weapon modifiers means there's little point diving the back line or even immobilising the front line. [/LIST] There is nothing wrong with predictability because it enables types of gameplay to work better. 5e's goal is not being the best D&D but the least worst - and its predictability isn't paired with anything that makes that sort of predictability shine. [/QUOTE]
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