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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Willie the Duck" data-source="post: 8447661" data-attributes="member: 6799660"><p>5e can handle OOC roleplay just as well as most other systems, provided that 1) people are okay with a tautological difficulty scale* ('An easy task has a DC of 10.''Okay, what's an easy task?' 'One which would necessitate a 10 DC'), and 2) be willing to let people argue and negotiate why X ought to be able to/good at Y.</p><p><em><span style="font-size: 9px">*This drives some people to absolute distraction, but I think it is unavoidable unless D&D wants to solidly land on exactly how realistic/cinematic it actually is, which is something in which I don't see them having a vested interest.</span></em></p><p></p><p></p><p></p><p></p><p>5e is pretty much on the same plane as late 1e-2e AD&D or late BECMI -- it has a bit of a (tacked-on feeling) skill system, a social system that leaves some people unhappy, and a general interact-with-the-world system which mostly focuses on objective empirical qualities (distance one can jump, weight one can lift, encumbrance and gp value of expendables like torches and rations). 3e and 4e had more expansive systems (and while each has a lot going for it, there were always enough complaints about each one when the edition was the current one that I understand why they retreated from such) and I think the shift back from that makes 5e seem more bare-bones in comparison to D&D as a whole than it actually is. Also I think the disappointment with the overland travel portion of the OOC exploration pillar (mostly how one background and a few spells can obviate a lot of the challenges) has spread into other portions of the discussion.</p><p></p><p></p><p>It is good that you have discovered narrative or storygames, as you clearly enjoy them. As further suggestions, I might suggest <em>Fate</em>, or any of the <em>Powered by the Apocalypse</em> games. I'm going to point out that you haven't really given much in the way of explanation for how these types of games are generally better at the OPs requirement than non-narrative/storygames (particularly if we include in the discussion games other than D&D, such as GURPS, which do have lots of (specific) out-of-combat mechanics.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8447661, member: 6799660"] 5e can handle OOC roleplay just as well as most other systems, provided that 1) people are okay with a tautological difficulty scale* ('An easy task has a DC of 10.''Okay, what's an easy task?' 'One which would necessitate a 10 DC'), and 2) be willing to let people argue and negotiate why X ought to be able to/good at Y. [I][SIZE=1]*This drives some people to absolute distraction, but I think it is unavoidable unless D&D wants to solidly land on exactly how realistic/cinematic it actually is, which is something in which I don't see them having a vested interest.[/SIZE][/I] 5e is pretty much on the same plane as late 1e-2e AD&D or late BECMI -- it has a bit of a (tacked-on feeling) skill system, a social system that leaves some people unhappy, and a general interact-with-the-world system which mostly focuses on objective empirical qualities (distance one can jump, weight one can lift, encumbrance and gp value of expendables like torches and rations). 3e and 4e had more expansive systems (and while each has a lot going for it, there were always enough complaints about each one when the edition was the current one that I understand why they retreated from such) and I think the shift back from that makes 5e seem more bare-bones in comparison to D&D as a whole than it actually is. Also I think the disappointment with the overland travel portion of the OOC exploration pillar (mostly how one background and a few spells can obviate a lot of the challenges) has spread into other portions of the discussion. It is good that you have discovered narrative or storygames, as you clearly enjoy them. As further suggestions, I might suggest [I]Fate[/I], or any of the [I]Powered by the Apocalypse[/I] games. I'm going to point out that you haven't really given much in the way of explanation for how these types of games are generally better at the OPs requirement than non-narrative/storygames (particularly if we include in the discussion games other than D&D, such as GURPS, which do have lots of (specific) out-of-combat mechanics. [/QUOTE]
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