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Is WotC's 5E D&D easy? Trust me this isn't what you think... maybe
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<blockquote data-quote="Stormonu" data-source="post: 9294814" data-attributes="member: 52734"><p>To me this sounds like complaining that PCs can say they're going to the general store, knock off some coins and just add the equipment to their sheet without RPing locating the best shop and spending half a session haggling with the shop keeper. Some groups will want to gloss over it, some will want to RP it.</p><p></p><p>I choose to see these as an opportunity to <em>start</em> a roleplay scene. Characters get a hint on where to start. The criminal PC knows where to go to find the local fence, maybe ask a few questions and get some illicit/cheap gear. It gives the DM a chance to introduce an underworld NPC who may have a job or two for the PC in addition or in return for the information. Same thing with the noble - the character gets a foot in the door into the political machinations of the area they're traveling in, trading favors and information for missions or possible intrigue or even introducing a returning NPC.</p><p></p><p>If the DM wants to skip over the interactions, or feels it doesn't apply, that's always their call. But I'd like to leave them in for the <em>opportunity</em> to give the players an avenue for mechanical benefits based on their backstory - to give them a springboard for abilities that aren't combat-centric.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9294814, member: 52734"] To me this sounds like complaining that PCs can say they're going to the general store, knock off some coins and just add the equipment to their sheet without RPing locating the best shop and spending half a session haggling with the shop keeper. Some groups will want to gloss over it, some will want to RP it. I choose to see these as an opportunity to [I]start[/I] a roleplay scene. Characters get a hint on where to start. The criminal PC knows where to go to find the local fence, maybe ask a few questions and get some illicit/cheap gear. It gives the DM a chance to introduce an underworld NPC who may have a job or two for the PC in addition or in return for the information. Same thing with the noble - the character gets a foot in the door into the political machinations of the area they're traveling in, trading favors and information for missions or possible intrigue or even introducing a returning NPC. If the DM wants to skip over the interactions, or feels it doesn't apply, that's always their call. But I'd like to leave them in for the [I]opportunity[/I] to give the players an avenue for mechanical benefits based on their backstory - to give them a springboard for abilities that aren't combat-centric. [/QUOTE]
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Is WotC's 5E D&D easy? Trust me this isn't what you think... maybe
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