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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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<blockquote data-quote="pemerton" data-source="post: 6362107" data-attributes="member: 42582"><p>For me, the key issue is OAs.</p><p></p><p>In classic D&D these are provoked only by withdrawing; but as long as you just manoeuvre in melee you don't trigger them. Hence you only need to keep track of gross distances, engaged/disengaged, and roll % dice to resolve disagreement over who is in which AoEs.</p><p></p><p>5e seems simpler than 3E/4e - fewer OAs, and none for manoeuvring within threatened squares - but not as simple as classic D&D, because it still has quite a bit of rather granular forced movement.</p><p></p><p>(Also, if the GM is tracking positions on a grid, and the grid is just not being made public, I'm not sure that counts as fully TotM.)</p><p></p><p>The group I play with incudes long-time RM players, wargamers, CCG-ers, PBM-gamers, etc. I've never tried to introduce a non-gamer to the system.</p><p></p><p>I think this is highly subjective across players.</p><p></p><p>At least for the players I play with, deciding "I want to do a lot of damgae <em>now</em>, so I'll trigger my daily" doesn't involve any switching of mental perspectives. The character feels the urgency of giving it his/her all, just as the player does - it's clear, for instance, that the fight is harder than it looked at first. And so the player, playing in character, gives it his/her all ie uses a daily.</p><p></p><p>No dissociation.</p><p></p><p>It's a bit simpler than you say: you don't have to do it 1x/turn, because the quarry lasts until the target is killed.</p><p></p><p>It's a bit more fiddly than you say, too: because if you hit with one attack and crit with the other, you get to put your quarry on the crit (and thereby maximise it).</p><p></p><p>It's not the most elegant mechanic of all time!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6362107, member: 42582"] For me, the key issue is OAs. In classic D&D these are provoked only by withdrawing; but as long as you just manoeuvre in melee you don't trigger them. Hence you only need to keep track of gross distances, engaged/disengaged, and roll % dice to resolve disagreement over who is in which AoEs. 5e seems simpler than 3E/4e - fewer OAs, and none for manoeuvring within threatened squares - but not as simple as classic D&D, because it still has quite a bit of rather granular forced movement. (Also, if the GM is tracking positions on a grid, and the grid is just not being made public, I'm not sure that counts as fully TotM.) The group I play with incudes long-time RM players, wargamers, CCG-ers, PBM-gamers, etc. I've never tried to introduce a non-gamer to the system. I think this is highly subjective across players. At least for the players I play with, deciding "I want to do a lot of damgae [I]now[/I], so I'll trigger my daily" doesn't involve any switching of mental perspectives. The character feels the urgency of giving it his/her all, just as the player does - it's clear, for instance, that the fight is harder than it looked at first. And so the player, playing in character, gives it his/her all ie uses a daily. No dissociation. It's a bit simpler than you say: you don't have to do it 1x/turn, because the quarry lasts until the target is killed. It's a bit more fiddly than you say, too: because if you hit with one attack and crit with the other, you get to put your quarry on the crit (and thereby maximise it). It's not the most elegant mechanic of all time! [/QUOTE]
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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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