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*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="I'm A Banana" data-source="post: 9792804" data-attributes="member: 2067"><p>5e is actually VERY modular, and I think that was the intent. For instance, it's not hard to rip out the skills system, or the Hit Die system, or to insert Flanking, or to change how rests work, or to ignore Bastions, or to use or not use Downtime, or, as we've seen in this thread, modify or replace the Legendary creature designation. There's no reason you can't just use Mearls's recommended reactions instead or in addition to your typical Legendary features starting today. Hot swapped.</p><p></p><p>While not perfectly modular (it ain't tryin' to be GURPS or anything), it's quite good. Compared to 3e or especially to 4e, the core system is pretty resilient, and tolerates a lot of plug-and-play. It'd be nifty if there was more, but I'd wager there's some costs to modularity, too.</p><p></p><p>What it ISN'T is well-explained. Like, with Legendary creatures, why are there no CR 1 Legendaries? Or, if I'm building a Legendary creature, do I need to increase its hp total? And then does that impact the CR? Should my Legendaries be at the CR of the party's level, or should they be higher to get a good "boss monster" effect? And do legendary resistances come as part of that Legendary package? Or is it just the actions? And lair actions or regional effects, do those play into it at all?</p><p></p><p>Most of these questions probably have official answers that the team generally holds to, but if I'm a first-time DM in 2025 looking to make a cool boss encounter for my first level 1 adventure...there's not much guidance for me to use the system to do what I want, or much forgiveness when I make my big bad a Bandit Captain who then gets taken out of the game with a low roll against <em>Sleep</em>. The 2024 edition is more cagey than before for the most part, especially when it comes to the monster design (which is a bugaboo of my own). Then I have an underwhelming encounter and come online to bemoan how D&D has to appease so many traditionalists that it can't just delete <em>Sleep</em> from the game, instead of understanding more precisely how to do what I was looking to do in the design of my own table's experience and how certain kinds of effects could be addressed (and why those effects are good to include for use in other contexts, but maybe don't be precious about them if they don't work for you).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9792804, member: 2067"] 5e is actually VERY modular, and I think that was the intent. For instance, it's not hard to rip out the skills system, or the Hit Die system, or to insert Flanking, or to change how rests work, or to ignore Bastions, or to use or not use Downtime, or, as we've seen in this thread, modify or replace the Legendary creature designation. There's no reason you can't just use Mearls's recommended reactions instead or in addition to your typical Legendary features starting today. Hot swapped. While not perfectly modular (it ain't tryin' to be GURPS or anything), it's quite good. Compared to 3e or especially to 4e, the core system is pretty resilient, and tolerates a lot of plug-and-play. It'd be nifty if there was more, but I'd wager there's some costs to modularity, too. What it ISN'T is well-explained. Like, with Legendary creatures, why are there no CR 1 Legendaries? Or, if I'm building a Legendary creature, do I need to increase its hp total? And then does that impact the CR? Should my Legendaries be at the CR of the party's level, or should they be higher to get a good "boss monster" effect? And do legendary resistances come as part of that Legendary package? Or is it just the actions? And lair actions or regional effects, do those play into it at all? Most of these questions probably have official answers that the team generally holds to, but if I'm a first-time DM in 2025 looking to make a cool boss encounter for my first level 1 adventure...there's not much guidance for me to use the system to do what I want, or much forgiveness when I make my big bad a Bandit Captain who then gets taken out of the game with a low roll against [I]Sleep[/I]. The 2024 edition is more cagey than before for the most part, especially when it comes to the monster design (which is a bugaboo of my own). Then I have an underwhelming encounter and come online to bemoan how D&D has to appease so many traditionalists that it can't just delete [I]Sleep[/I] from the game, instead of understanding more precisely how to do what I was looking to do in the design of my own table's experience and how certain kinds of effects could be addressed (and why those effects are good to include for use in other contexts, but maybe don't be precious about them if they don't work for you). [/QUOTE]
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Mike Mearls says control spells are ruining 5th Edition
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