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My Players Didn't Like 5e :( Help Me Get Them Into It!!
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<blockquote data-quote="Tony Vargas" data-source="post: 6652100" data-attributes="member: 996"><p>For me, "perfect D&D" is a contradiction in terms. D&D is, if anything, a game defined by it's imperfections.</p><p></p><p> I take it they didn't start as early in the game's history as you did?</p><p></p><p> At any given moment you'll need a maximum of 1/player.</p><p></p><p> I question the wisdom of the 'carrot for RP' approach, myself. So, just don't use it. Fixed.</p><p></p><p></p><p> I've heard (wohoo! hearsay!) that uncertain rewards are psychologically quite powerful. </p><p></p><p> There's not much you can spend it on in your powergaming wish-list, but who knows what campaign factors might suck up money. Re-building a ravaged town, fortifying a captured manor, currying political influence, etc...</p><p></p><p> AL has a some downtime ideas for you.</p><p></p><p></p><p> If you created your own game - and you were good at game design, it'd do exactly what you wanted. OTOH, if you use a published game, and just over-rule it any time it doesn't /accomplish/ exactly what you want, you may not have the perfect system, but you're providing your players the experience you might, had you such a system. An imperfect solution for an imperfect universe. The only downside is that such a game is only as good as the DM. Making the game better only somewhat alters that formula. A game like 5e is bad in the hands of a poor DM, OK in the hands of a competent one, and good in the hand of a great one. A game that is much better-written and balanced, OTOH, is bad in the hands of a willfully bad DM, OK in the hands of a merely poor one, good in the hands of a competent DM, and great in the hands of a great one.</p><p></p><p>But, the effort to design - and the increasingly group-specific appeal of - a 'better' quality game makes it hard to create one that people don't get passionate about, including some really, really hating it.</p><p></p><p> PF still sounds like 3.5, I guess. While not to the extent 4e did, 5e does make encounter creation easier than 3.5/PF. It's still tricky, you can certainly have a tough fight turn into a rollover, but at least you didn't put as much effort into it's creation, and, you also get the reverse, for variety. Mainly, though, the big difference is on the player side, you won't be seeing PCs as game-wrecking as PF, or even as 3.5 core-only.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6652100, member: 996"] For me, "perfect D&D" is a contradiction in terms. D&D is, if anything, a game defined by it's imperfections. I take it they didn't start as early in the game's history as you did? At any given moment you'll need a maximum of 1/player. I question the wisdom of the 'carrot for RP' approach, myself. So, just don't use it. Fixed. I've heard (wohoo! hearsay!) that uncertain rewards are psychologically quite powerful. There's not much you can spend it on in your powergaming wish-list, but who knows what campaign factors might suck up money. Re-building a ravaged town, fortifying a captured manor, currying political influence, etc... AL has a some downtime ideas for you. If you created your own game - and you were good at game design, it'd do exactly what you wanted. OTOH, if you use a published game, and just over-rule it any time it doesn't /accomplish/ exactly what you want, you may not have the perfect system, but you're providing your players the experience you might, had you such a system. An imperfect solution for an imperfect universe. The only downside is that such a game is only as good as the DM. Making the game better only somewhat alters that formula. A game like 5e is bad in the hands of a poor DM, OK in the hands of a competent one, and good in the hand of a great one. A game that is much better-written and balanced, OTOH, is bad in the hands of a willfully bad DM, OK in the hands of a merely poor one, good in the hands of a competent DM, and great in the hands of a great one. But, the effort to design - and the increasingly group-specific appeal of - a 'better' quality game makes it hard to create one that people don't get passionate about, including some really, really hating it. PF still sounds like 3.5, I guess. While not to the extent 4e did, 5e does make encounter creation easier than 3.5/PF. It's still tricky, you can certainly have a tough fight turn into a rollover, but at least you didn't put as much effort into it's creation, and, you also get the reverse, for variety. Mainly, though, the big difference is on the player side, you won't be seeing PCs as game-wrecking as PF, or even as 3.5 core-only. [/QUOTE]
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My Players Didn't Like 5e :( Help Me Get Them Into It!!
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