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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="Charlaquin" data-source="post: 9296933" data-attributes="member: 6779196"><p>I used “suck” I think they are of generally pretty low quality as adventurers for a TTRPG, and I’m speaking informally. It was not my intent to say that they’re terrible in every way, sorry if my casual use of language gave that impression.</p><p></p><p>I don’t think a dungeon having an ecology that “makes sense” is terribly important, personally. Dynamic environments are certainly good, but I wouldn’t agree with the assessment that 5e adventures have more dynamic environments that older modules; on the contrary I think they’re generally less dynamic. Elements like skill checks being more clearly laid out is a weakness in my opinion, as I think such things are better adjudicated in play than laid out ahead of time.</p><p></p><p>It’s great that they have fun with it, but I don’t think “they like it because they haven’t experienced anything better” is a very compelling defense of these modules’ quality.</p><p></p><p>Except there clearly is a Goldilocks zone. There are adventures I think work fine, even quite well, straight out of the box. Lost Mine of Phandelver is a great example. I would also say a lot of 5e’s adventure anthologies have individual dungeons/adventures that are good out of the box too; unfortunately they are often lacking in context, due to being parts of anthologies. Still pretty good, but they still require work on the DM’s part to incorporate into a campaign.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9296933, member: 6779196"] I used “suck” I think they are of generally pretty low quality as adventurers for a TTRPG, and I’m speaking informally. It was not my intent to say that they’re terrible in every way, sorry if my casual use of language gave that impression. I don’t think a dungeon having an ecology that “makes sense” is terribly important, personally. Dynamic environments are certainly good, but I wouldn’t agree with the assessment that 5e adventures have more dynamic environments that older modules; on the contrary I think they’re generally less dynamic. Elements like skill checks being more clearly laid out is a weakness in my opinion, as I think such things are better adjudicated in play than laid out ahead of time. It’s great that they have fun with it, but I don’t think “they like it because they haven’t experienced anything better” is a very compelling defense of these modules’ quality. Except there clearly is a Goldilocks zone. There are adventures I think work fine, even quite well, straight out of the box. Lost Mine of Phandelver is a great example. I would also say a lot of 5e’s adventure anthologies have individual dungeons/adventures that are good out of the box too; unfortunately they are often lacking in context, due to being parts of anthologies. Still pretty good, but they still require work on the DM’s part to incorporate into a campaign. [/QUOTE]
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