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<blockquote data-quote="Rhenny" data-source="post: 6249344" data-attributes="member: 18333"><p>This is a nice list. I agree completely.</p><p></p><p>For me, there is a seamlessness between combat, interaction, exploration that I could not really achieve with previous editions. Attribute checks, attack and saves all using the same system helps in this.</p><p></p><p>To me, the flow of the game seems more intuitive as a result of this integration. I'm finding it much easier to keep the game moving without looking up rules.</p><p></p><p>Also, as you mention, it is easier to populate my game world with monsters and NPCs that I feel should be in locations based on what makes sense storywise more than making sure that everything is balanced at level. My players like the idea that they can wipe the floor with some encounters, but in another encounter they may tremble in fear and have to avoid the combat because they don't feel powerful enough. In 5e, even the little combats have a chance to wear down the party or set up important story elements. Then, when a real challenge presents itself, it becomes more surprising and unexpected for my players. </p><p></p><p>And, it may just be me, but I like the way 5e makes it easier to focus on adventure design (multiple encounters that build a story) rather than focus on individual set-piece encounters that after a while become more and more challenging to build as a challenge to the party.</p><p></p><p>Like you also mentioned, there are probably other reasons why it has become the easiest game for me to DM, but for now...this covers most of it.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6249344, member: 18333"] This is a nice list. I agree completely. For me, there is a seamlessness between combat, interaction, exploration that I could not really achieve with previous editions. Attribute checks, attack and saves all using the same system helps in this. To me, the flow of the game seems more intuitive as a result of this integration. I'm finding it much easier to keep the game moving without looking up rules. Also, as you mention, it is easier to populate my game world with monsters and NPCs that I feel should be in locations based on what makes sense storywise more than making sure that everything is balanced at level. My players like the idea that they can wipe the floor with some encounters, but in another encounter they may tremble in fear and have to avoid the combat because they don't feel powerful enough. In 5e, even the little combats have a chance to wear down the party or set up important story elements. Then, when a real challenge presents itself, it becomes more surprising and unexpected for my players. And, it may just be me, but I like the way 5e makes it easier to focus on adventure design (multiple encounters that build a story) rather than focus on individual set-piece encounters that after a while become more and more challenging to build as a challenge to the party. Like you also mentioned, there are probably other reasons why it has become the easiest game for me to DM, but for now...this covers most of it. [/QUOTE]
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