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How Important Is The "Shared Experience" To You?
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<blockquote data-quote="tetrasodium" data-source="post: 8667915" data-attributes="member: 93670"><p>The answer boils down to a mix of things that are present in different degrees in o5e than past editions & forks. In past editions combat was less tuned for success with more nivhe protection. The shift makes o5e a predictable game of balanced combat, not a world to explore and lore to uncover. The unification of rules has made the game easier to play, but also has transferred a blandness to everything. If the game isn't going to have that element of wonder, it should at least be tactically interesting with lots of character options </p><p></p><p>Those things are what create the foundation for d&d's "shared experience & 5e is sorely lacking in both. </p><p> [spoiler="Compare these two"]</p><ul> <li data-xf-list-type="ul">Old Module: "we finished $oldModule">"wow that's awesome, how did you do it? My group did it once & $awesomeThing happened where we just squeaked by..."wow that sounds cool one of the players had this cool build & I had that cool build that each involved several important choices to make them really play different when we did $specificPart"</li> <li data-xf-list-type="ul">New Module: "So we finished $new module">"awesome how'd it go?">"the usual I guess.. healing word yoyo healing through combat & the will to keep showing up for fights we couldn't lose">"hmm... any cool stories?">"Yea I guess one of the players made an awesome dish for the potluck one week.. oh also that one item was completely broken since everything it got used on was designed to be absolutely smashed by a party who doesn't have it"</li> </ul><p>[/spoiler]</p><p>Without those elements to provide a foundation where gameplay events elevate above the mundane to create <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/CompetencePorn" target="_blank">competence porn</a> type stories to bond over there just isn't much experience to share anymore unless you have a great GM who can fight the system hard enough to create an awesome story that's probably tough to share.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8667915, member: 93670"] The answer boils down to a mix of things that are present in different degrees in o5e than past editions & forks. In past editions combat was less tuned for success with more nivhe protection. The shift makes o5e a predictable game of balanced combat, not a world to explore and lore to uncover. The unification of rules has made the game easier to play, but also has transferred a blandness to everything. If the game isn't going to have that element of wonder, it should at least be tactically interesting with lots of character options Those things are what create the foundation for d&d's "shared experience & 5e is sorely lacking in both. [spoiler="Compare these two"] [LIST] [*]Old Module: "we finished $oldModule">"wow that's awesome, how did you do it? My group did it once & $awesomeThing happened where we just squeaked by..."wow that sounds cool one of the players had this cool build & I had that cool build that each involved several important choices to make them really play different when we did $specificPart" [*]New Module: "So we finished $new module">"awesome how'd it go?">"the usual I guess.. healing word yoyo healing through combat & the will to keep showing up for fights we couldn't lose">"hmm... any cool stories?">"Yea I guess one of the players made an awesome dish for the potluck one week.. oh also that one item was completely broken since everything it got used on was designed to be absolutely smashed by a party who doesn't have it" [/LIST] [/spoiler] Without those elements to provide a foundation where gameplay events elevate above the mundane to create [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/CompetencePorn']competence porn[/URL] type stories to bond over there just isn't much experience to share anymore unless you have a great GM who can fight the system hard enough to create an awesome story that's probably tough to share. [/QUOTE]
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