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Postmortem: 10 Ideas in 5e that didn't quite work...
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<blockquote data-quote="Li Shenron" data-source="post: 8744555" data-attributes="member: 1465"><p>I think you're making a big mistake.</p><p></p><p>Most of the stuff you mention effectively work as <strong>options</strong>. Instead of trying to frame an "intended use" for each one of them, you should ask yourself in how many <em>different ways</em> the gaming groups have used them.</p><p></p><p>For instance, Backgrounds can be used by some gaming groups just to give a bit of narrative backup to characters of a certain class picking proficiencies usually of another class. This could have been a cut-and-dry rule such as "pick two skills from the whole list", instead the idea of Background is "pick a background to narrate <em>why</em> you have those two skills". OTOH Backgrounds can be used by another group to create a placement for a PC in the setting: PC1 is the town sage, PC2 is a noble in the local court and PC3 is in the prison guards. If you run a campaign where the PCs don't live their lives behind and become full-time travelling adventurers, these (and the related features) will be handy and will be used. Yet another gaming group might instead focus on their chosen background just as a source of roleplaying suggestions. All of these are fine ways to use backgrounds.</p><p></p><p>Same goes with Inspiration, Short Rests, Multiclassing... these ARE modular in some sense, or "dialable". The fact that some of these rules are inconsistent is a <em>strength</em> exactly because it allows them to be used differently by different groups. They fact that some don't even connect is also a <em>strength </em>because then a group is even able to completely ignore them if they aren't interested. I can understand wanting more connection for something that you like, but for example 3e was burdensome because too many things connected too much, and didn't give much freedom to individual groups (if you tried to change something, you had to work on how it affected several other things).</p><p></p><p>All in all, these made 5e work more as a <strong>toolbox</strong> than a rigid system, and this was very much intended when designers repeatedly stated that the purpose was to allow for as many different playstyle as possible.</p><p></p><p>Now the 1D&D revision sound like the designers have grown more opinionated about how everyone should play the game (a trend seen in much stronger tones 15 years ago): everybody should use feats, everybody should use inspiration, everybody should make a big deal of backgrounds... This is actually quite surprising, considering that in the more narrative/roleplaying areas of the game they've gone a long way towards more inclusivity. So why are they moving towards <em>less</em> inclusivity of playstyles?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8744555, member: 1465"] I think you're making a big mistake. Most of the stuff you mention effectively work as [B]options[/B]. Instead of trying to frame an "intended use" for each one of them, you should ask yourself in how many [I]different ways[/I] the gaming groups have used them. For instance, Backgrounds can be used by some gaming groups just to give a bit of narrative backup to characters of a certain class picking proficiencies usually of another class. This could have been a cut-and-dry rule such as "pick two skills from the whole list", instead the idea of Background is "pick a background to narrate [I]why[/I] you have those two skills". OTOH Backgrounds can be used by another group to create a placement for a PC in the setting: PC1 is the town sage, PC2 is a noble in the local court and PC3 is in the prison guards. If you run a campaign where the PCs don't live their lives behind and become full-time travelling adventurers, these (and the related features) will be handy and will be used. Yet another gaming group might instead focus on their chosen background just as a source of roleplaying suggestions. All of these are fine ways to use backgrounds. Same goes with Inspiration, Short Rests, Multiclassing... these ARE modular in some sense, or "dialable". The fact that some of these rules are inconsistent is a [I]strength[/I] exactly because it allows them to be used differently by different groups. They fact that some don't even connect is also a [I]strength [/I]because then a group is even able to completely ignore them if they aren't interested. I can understand wanting more connection for something that you like, but for example 3e was burdensome because too many things connected too much, and didn't give much freedom to individual groups (if you tried to change something, you had to work on how it affected several other things). All in all, these made 5e work more as a [B]toolbox[/B] than a rigid system, and this was very much intended when designers repeatedly stated that the purpose was to allow for as many different playstyle as possible. Now the 1D&D revision sound like the designers have grown more opinionated about how everyone should play the game (a trend seen in much stronger tones 15 years ago): everybody should use feats, everybody should use inspiration, everybody should make a big deal of backgrounds... This is actually quite surprising, considering that in the more narrative/roleplaying areas of the game they've gone a long way towards more inclusivity. So why are they moving towards [I]less[/I] inclusivity of playstyles? [/QUOTE]
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