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How much do you care about rule change specifics?
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<blockquote data-quote="Yaarel" data-source="post: 9636019" data-attributes="member: 58172"><p>In 5.0, the players picked the skills, and customized the background without needing to consult the DM.</p><p></p><p>However, the background means experiences that a character had where they were growing up, and what was going on there. It is something that requires the DM to be in the loop.</p><p></p><p>More positively, when a player picks the details of a background, the DM can see the stuff that the <strong>player</strong> cares about. And by grounding these choices within the setting, the DM can supply adventure hooks relating to the background, as well as events in the future that involve these ambitions. Keeping the DM in the loop, helps the DM create a more interesting, narratively consistent, and rewarding game for everyone.</p><p></p><p></p><p>I kinda agree with this. Many setting decisions that had "defaults" in 5.0, are now openended in 5.5. The DM and players need to actively choose a setting, such as Greyhawk in the DMs Guide, purchase an official setting, such as Forgotten Realms, Eberron, Ravnica, or so on, or be comfortable with homebrewing ones own setting.</p><p></p><p></p><p>I am curious what AL is doing. I am guessing they will go deep into the Forgotten Realms setting. But I could also see them switching to DMs Guide Greyhawk.</p><p></p><p>Heh, if they "dont see value", then it might be because they are actually playing in the Forgotten Realms setting and might not realize it.</p><p></p><p>Tho I assume you also mean new rules such as Weapon Mastery and so on.</p><p></p><p>When I DM, it is my job to care about the players. But for my own characters, I care about spellcasters and dont pay too much attention to Fighter rules (beyond keeping track of game balance issues). As far as I can tell, many Fighter players are happy with Weapons Mastery, and if they are happy, then I am happy.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9636019, member: 58172"] In 5.0, the players picked the skills, and customized the background without needing to consult the DM. However, the background means experiences that a character had where they were growing up, and what was going on there. It is something that requires the DM to be in the loop. More positively, when a player picks the details of a background, the DM can see the stuff that the [B]player[/B] cares about. And by grounding these choices within the setting, the DM can supply adventure hooks relating to the background, as well as events in the future that involve these ambitions. Keeping the DM in the loop, helps the DM create a more interesting, narratively consistent, and rewarding game for everyone. I kinda agree with this. Many setting decisions that had "defaults" in 5.0, are now openended in 5.5. The DM and players need to actively choose a setting, such as Greyhawk in the DMs Guide, purchase an official setting, such as Forgotten Realms, Eberron, Ravnica, or so on, or be comfortable with homebrewing ones own setting. I am curious what AL is doing. I am guessing they will go deep into the Forgotten Realms setting. But I could also see them switching to DMs Guide Greyhawk. Heh, if they "dont see value", then it might be because they are actually playing in the Forgotten Realms setting and might not realize it. Tho I assume you also mean new rules such as Weapon Mastery and so on. When I DM, it is my job to care about the players. But for my own characters, I care about spellcasters and dont pay too much attention to Fighter rules (beyond keeping track of game balance issues). As far as I can tell, many Fighter players are happy with Weapons Mastery, and if they are happy, then I am happy. [/QUOTE]
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