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Mearls' L&L on non-combat pillars
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<blockquote data-quote="Mishihari Lord" data-source="post: 5971993" data-attributes="member: 128"><p>While I'm happy that the interaction pillar will continue to be freeform, I'm a little disappointed that there won't be more rules for the exploration side of things. This is a place where they could add cool new rules without the problem of going against previous editions' mechanics because there hasn't been much. </p><p></p><p>I liked the idea behind 4E's skill challenges, but I didn't care for the execution at all.</p><p></p><p>As an example of what I would like, I thought <em>Hot Pursuit</em> rocked on toast for adjudicating chases. I would like something similarly involved in 5E for chases. Likewise, rules modules of the same magnitude for climbing, tracking, stealth (especially - I want to play D&D Tenchu), vehicle navigation, and anything else exploration-related I could think of.</p><p></p><p>If an activity is just a peripheral part of the game, it's fine to just let a roll or two decide it. And it's always okay to freeform it. But if something is going to be a major part of my game, I'd like to have the option of using a well-written, in-depth set of mechanics to help make it fun and exciting.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 5971993, member: 128"] While I'm happy that the interaction pillar will continue to be freeform, I'm a little disappointed that there won't be more rules for the exploration side of things. This is a place where they could add cool new rules without the problem of going against previous editions' mechanics because there hasn't been much. I liked the idea behind 4E's skill challenges, but I didn't care for the execution at all. As an example of what I would like, I thought [I]Hot Pursuit[/I] rocked on toast for adjudicating chases. I would like something similarly involved in 5E for chases. Likewise, rules modules of the same magnitude for climbing, tracking, stealth (especially - I want to play D&D Tenchu), vehicle navigation, and anything else exploration-related I could think of. If an activity is just a peripheral part of the game, it's fine to just let a roll or two decide it. And it's always okay to freeform it. But if something is going to be a major part of my game, I'd like to have the option of using a well-written, in-depth set of mechanics to help make it fun and exciting. [/QUOTE]
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