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General Tabletop Discussion
*Dungeons & Dragons
Interview with Wolfgang Baur and Steve Winter about their 5E adventures.
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<blockquote data-quote="Doctor Futurity" data-source="post: 6309037" data-attributes="member: 10738"><p>Well the good news is I think 5th edition, based on the last playtest design, was headed down the path of "good comprehensive tools and easy rules of thumb" for DMs both new and old. </p><p></p><p>The 4E conundrum I often ran into was when players did something unexpected the rules mostly just stopped the DM cold:<em> they want to do this, but the rules don't talk about or seem to allow it....so it must not be possible no matter how odd it is to say such</em>. This was a very common DM newb problem I ran into during the times I got to play 4E; only the old vet DMs who ran 4E (such as myself) could work beyond the rules to handle players going off the rails. </p><p></p><p>The best middle ground is to have a ruleset that provides good guidance but an even better rule of thumb for how to handle the unusual and unexpected. I think 5E has some great mechanics for that. 4E had certain mechanics that worked in that direction, but the actual implementatio (i.e. skill challenges) fell far short of target.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 6309037, member: 10738"] Well the good news is I think 5th edition, based on the last playtest design, was headed down the path of "good comprehensive tools and easy rules of thumb" for DMs both new and old. The 4E conundrum I often ran into was when players did something unexpected the rules mostly just stopped the DM cold:[I] they want to do this, but the rules don't talk about or seem to allow it....so it must not be possible no matter how odd it is to say such[/I]. This was a very common DM newb problem I ran into during the times I got to play 4E; only the old vet DMs who ran 4E (such as myself) could work beyond the rules to handle players going off the rails. The best middle ground is to have a ruleset that provides good guidance but an even better rule of thumb for how to handle the unusual and unexpected. I think 5E has some great mechanics for that. 4E had certain mechanics that worked in that direction, but the actual implementatio (i.e. skill challenges) fell far short of target. [/QUOTE]
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Interview with Wolfgang Baur and Steve Winter about their 5E adventures.
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