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My (Personal) Early Evaluation of the D&D 5thEd System – Wall of Text
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<blockquote data-quote="Oofta" data-source="post: 7510778" data-attributes="member: 6801845"><p>I pretty much agree with these.</p><p></p><p></p><p></p><p>I'd much prefer that to flipping pages in a book trying to find this specific rule. In addition, as others have said there are guidelines. However, in some cases I know I've set a DC higher than expected and needed to clarify why it was more difficult than normal. The benefits of flexibility and reliance on DM judgement outweigh the cost</p><p></p><p></p><p></p><p>The decisions are fairly front-loaded, but for me they always have been because of prerequisites. As far as cookie cutter PCs, I guess that's in the eye of the beholder and not something I see all that often. With backgrounds and sub-classes I think this edition is more flexible and allows for more variety even if much is decided ahead of time. It may be more prevalent in AL games because of the nature of the campaign versus home campaigns.</p><p></p><p></p><p></p><p>So... take two weapon fighting and add your primary ability score to your off-hand attack. Or wait a level or two and get extra attacks, feats and other cool toys. Different classes will have different relative capabilities at different levels. Another thing that I think is a feature, not a flaw.</p><p></p><p></p><p></p><p>Sounds like a DM issue, not a 5E issue. But no matter how much any edition I've played tried to codify all this stuff, it never seemed to work very well.</p><p></p><p></p><p></p><p>These seem to be local issues. Our games are organized on meetup and we don't pay anything.</p><p></p><p></p><p></p><p>Yeah, in previous living campaigns all the mods were written for the campaign or published adventures had guidelines. But there was silliness before the new rules ... I had a 5th level character with a legendary item, another 5th level PC at the table had tens of thousands of gold with nothing to spend it on. I'm not saying this version of the AL rules work particularly well ... I think treasure points could work but I'm not fond of how they've been implemented.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7510778, member: 6801845"] I pretty much agree with these. I'd much prefer that to flipping pages in a book trying to find this specific rule. In addition, as others have said there are guidelines. However, in some cases I know I've set a DC higher than expected and needed to clarify why it was more difficult than normal. The benefits of flexibility and reliance on DM judgement outweigh the cost The decisions are fairly front-loaded, but for me they always have been because of prerequisites. As far as cookie cutter PCs, I guess that's in the eye of the beholder and not something I see all that often. With backgrounds and sub-classes I think this edition is more flexible and allows for more variety even if much is decided ahead of time. It may be more prevalent in AL games because of the nature of the campaign versus home campaigns. So... take two weapon fighting and add your primary ability score to your off-hand attack. Or wait a level or two and get extra attacks, feats and other cool toys. Different classes will have different relative capabilities at different levels. Another thing that I think is a feature, not a flaw. Sounds like a DM issue, not a 5E issue. But no matter how much any edition I've played tried to codify all this stuff, it never seemed to work very well. These seem to be local issues. Our games are organized on meetup and we don't pay anything. Yeah, in previous living campaigns all the mods were written for the campaign or published adventures had guidelines. But there was silliness before the new rules ... I had a 5th level character with a legendary item, another 5th level PC at the table had tens of thousands of gold with nothing to spend it on. I'm not saying this version of the AL rules work particularly well ... I think treasure points could work but I'm not fond of how they've been implemented. [/QUOTE]
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