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How Does Stealth Work in D&D 5E?
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<blockquote data-quote="Lyxen" data-source="post: 8495000" data-attributes="member: 7032025"><p>Yep.</p><p></p><p></p><p></p><p>It's certainly the case for some players, and they are welcome to it if it's the style of game that they enjoy. It's a question of preference, they have theirs, I have mine, what I don't like is "them" trying to say that their game is superior because it's more "consistent" (as if the other ways of playing were inconsistent), as it's simply not true.</p><p></p><p></p><p></p><p>I beg to differ, on this, the 5e rules themselves are clear: "To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game."</p><p></p><p>Again, it does not prevent the game from being played in the way for example of previous editions where rules were paramount, but the spirit of the game, it's intended design, has clearly changed.</p><p></p><p></p><p></p><p>Not necessarily, this was in a sense the way of 3e, where rules were not bad inherently, but multiplied and comboed until they became unplayable.</p><p></p><p></p><p></p><p>3e and 4e where editions where clearly you were told to trust the rules before the DM, they empowered the players. 5e went back to the initial paradigm, and I find this a good thing. The thing is that, in any case, nothing is absolute, we basically played the same type of game with my friends through all the editions, but some editions supported our playstyle better than others.</p><p></p><p></p><p></p><p>Which is different from 4e for example, where he is a referee first and foremost, with a few additional roles tagging along.</p><p></p><p></p><p></p><p>I would argue that it's not invisible, it's just as visible as the table wants it to be. Some table will focus heavily on the rules, especially in combat, for example, and this was clearly the case forced by 4e, where combat had to happen on a grid, in squares, etc. extremely formal. Other tables will make it almost invisible within the narrative, in our last session, there was an assassination attempt on a Duke of Hell inside his Blood War command tent when the PCs where having a drink with him, Dogai (Assassin Devils) led with a heavy fog which created small islands of fighting inside and around the huge tent, all was chaos and managed through theater of the mind and mostly about the narrative, not about the consistency of the rules, but about the consistency of the game world and the stories within.</p><p></p><p>It's just that, once more, it's not absolute one way or the other at most tables, and nothing is superior in terms of gameplay, it's just best to use what creates fun at a given table.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8495000, member: 7032025"] Yep. It's certainly the case for some players, and they are welcome to it if it's the style of game that they enjoy. It's a question of preference, they have theirs, I have mine, what I don't like is "them" trying to say that their game is superior because it's more "consistent" (as if the other ways of playing were inconsistent), as it's simply not true. I beg to differ, on this, the 5e rules themselves are clear: "To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game." Again, it does not prevent the game from being played in the way for example of previous editions where rules were paramount, but the spirit of the game, it's intended design, has clearly changed. Not necessarily, this was in a sense the way of 3e, where rules were not bad inherently, but multiplied and comboed until they became unplayable. 3e and 4e where editions where clearly you were told to trust the rules before the DM, they empowered the players. 5e went back to the initial paradigm, and I find this a good thing. The thing is that, in any case, nothing is absolute, we basically played the same type of game with my friends through all the editions, but some editions supported our playstyle better than others. Which is different from 4e for example, where he is a referee first and foremost, with a few additional roles tagging along. I would argue that it's not invisible, it's just as visible as the table wants it to be. Some table will focus heavily on the rules, especially in combat, for example, and this was clearly the case forced by 4e, where combat had to happen on a grid, in squares, etc. extremely formal. Other tables will make it almost invisible within the narrative, in our last session, there was an assassination attempt on a Duke of Hell inside his Blood War command tent when the PCs where having a drink with him, Dogai (Assassin Devils) led with a heavy fog which created small islands of fighting inside and around the huge tent, all was chaos and managed through theater of the mind and mostly about the narrative, not about the consistency of the rules, but about the consistency of the game world and the stories within. It's just that, once more, it's not absolute one way or the other at most tables, and nothing is superior in terms of gameplay, it's just best to use what creates fun at a given table. [/QUOTE]
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