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General Tabletop Discussion
*Dungeons & Dragons
Interesting talk with Mike Mearls (a few secrets slip too!)
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<blockquote data-quote="DEFCON 1" data-source="post: 6342636" data-attributes="member: 7006"><p>This is going to be the biggest irritation this autumn... knowing that there are going to be rules modules in the DMG that I most likely will want to use for my 5E campaign, but not being able to see them until November. So do I just hold off on the campaign altogether until that book is released... or start the campaign without them (or perhaps even worse, jerry-rigged versions I create for myself that I *think* will kinda be what the DMG will include) and then have to re-educate my players once the official rules come out?</p><p></p><p>At least the Proficiency Die Mike talks about can be guessed at somewhat-- and someone (I don't remember who) made this point a couple weeks(?) ago: the proficiency bonus is about the average damage of each of the first five dice. So if you wanted more randomness from proficiency... when your prof bonus is a +2 you can instead swap that out for a d4, the +3 is d6, +4 is d8, +5 is d10, and +6 is d12. You'll get much more of a swing in terms of highs and lows, but that perhaps might be more fun for you? It'd take a bit longer-- rolling and adding a d20 + d4 + ability modifier (+ a second d20 if you had Ad/Disad)... but if that doesn't bother you, the extra randomness would be intriguing.</p><p></p><p>I think I'll have to read the PH and Hoard of the Dragon Queen first and try to determine whether I'd be happy running the game the normal way starting in September, when I still don't have the various modules to look through for alternate healing/death, skill system, tactical combat etc.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6342636, member: 7006"] This is going to be the biggest irritation this autumn... knowing that there are going to be rules modules in the DMG that I most likely will want to use for my 5E campaign, but not being able to see them until November. So do I just hold off on the campaign altogether until that book is released... or start the campaign without them (or perhaps even worse, jerry-rigged versions I create for myself that I *think* will kinda be what the DMG will include) and then have to re-educate my players once the official rules come out? At least the Proficiency Die Mike talks about can be guessed at somewhat-- and someone (I don't remember who) made this point a couple weeks(?) ago: the proficiency bonus is about the average damage of each of the first five dice. So if you wanted more randomness from proficiency... when your prof bonus is a +2 you can instead swap that out for a d4, the +3 is d6, +4 is d8, +5 is d10, and +6 is d12. You'll get much more of a swing in terms of highs and lows, but that perhaps might be more fun for you? It'd take a bit longer-- rolling and adding a d20 + d4 + ability modifier (+ a second d20 if you had Ad/Disad)... but if that doesn't bother you, the extra randomness would be intriguing. I think I'll have to read the PH and Hoard of the Dragon Queen first and try to determine whether I'd be happy running the game the normal way starting in September, when I still don't have the various modules to look through for alternate healing/death, skill system, tactical combat etc. [/QUOTE]
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Interesting talk with Mike Mearls (a few secrets slip too!)
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