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General Tabletop Discussion
*Dungeons & Dragons
How crunchy vs casual do you like your D&D?
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<blockquote data-quote="Oofta" data-source="post: 8408921" data-attributes="member: 6801845"><p>I like the simplification that 5E did with the math and the crunch. I also encourage people to describe what they're doing in combat even if it's not directly allowed by the rules. When I do that though, I then try to figure out how to implement that using the existing rules system or come up with an alternative that does fit.</p><p></p><p>In many ways I enjoyed 3.5's crunch level but it was a ton of overhead if you had the wrong player or DM. For example I had a two weapon fighter with weapons that had multiple energy type enhancements. Because of how the game worked, I had up to 6 attacks IIRC (it's been a while and I don't feel like trying to find an old character sheet). So you have the D20, the weapon damage and then the "extras". Throw in a few spells and modifiers and it was messy. I had a worksheet I would fill out for my attacks with possible adjustments and roll ahead of time if the DM allowed along with color coded dice. I regularly rolled so many dice that I could not roll them all at once.</p><p></p><p>Which worked for me. But then you get the DM that won't let you roll ahead even after I explained my system, or the guy that didn't have a system and would take 20 minutes rolling individual dice while trying to add up all the bonuses from buff spells on the fly. That, and the "crunchier" a system is the more individual rules interpretations can cascade and cause issues with how a PC works. Add in loopholes and power combinations that could make one PC vastly more effective than another.</p><p></p><p>So while I enjoyed having all the options from previous editions, I think it's best to have a relatively rules light game.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8408921, member: 6801845"] I like the simplification that 5E did with the math and the crunch. I also encourage people to describe what they're doing in combat even if it's not directly allowed by the rules. When I do that though, I then try to figure out how to implement that using the existing rules system or come up with an alternative that does fit. In many ways I enjoyed 3.5's crunch level but it was a ton of overhead if you had the wrong player or DM. For example I had a two weapon fighter with weapons that had multiple energy type enhancements. Because of how the game worked, I had up to 6 attacks IIRC (it's been a while and I don't feel like trying to find an old character sheet). So you have the D20, the weapon damage and then the "extras". Throw in a few spells and modifiers and it was messy. I had a worksheet I would fill out for my attacks with possible adjustments and roll ahead of time if the DM allowed along with color coded dice. I regularly rolled so many dice that I could not roll them all at once. Which worked for me. But then you get the DM that won't let you roll ahead even after I explained my system, or the guy that didn't have a system and would take 20 minutes rolling individual dice while trying to add up all the bonuses from buff spells on the fly. That, and the "crunchier" a system is the more individual rules interpretations can cascade and cause issues with how a PC works. Add in loopholes and power combinations that could make one PC vastly more effective than another. So while I enjoyed having all the options from previous editions, I think it's best to have a relatively rules light game. [/QUOTE]
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