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Postmortem: 10 Ideas in 5e that didn't quite work...
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<blockquote data-quote="TheSword" data-source="post: 8752012" data-attributes="member: 6879661"><p>You’re missing the caveat here… “for me”</p><p></p><p>They are a way of customizing intangible elements and adding a little bit of extra detail. The rule that if they granted a skill you already had you could pick any other, meant they were actually very flexible. They were fun, flavourful and helped customize the classes. They clearly aren’t going anywhere.</p><p></p><p>Excellent at easing new players into the experience of pretending to be somewhere else. Not needed for everyone but didn’t do any harm, and useful for those that needed them. Again, fun and flavour. God forbid we step outside the mechanical.</p><p></p><p></p><p>Totally dull… right up until that token you wrote into your backstory ends up being a magic item that the DM weaves in. It’s a tangible way of bringing backstory to life. It worked for dark souls. Honestly, who care though? It’s a bit like saying the spare dagger the PC carries doesn’t work.</p><p></p><p></p><p>Hard disagree. The best multiclassing system in the 5 editions of the game. Allows me to do what multiclassing should do, which is play a hybrid character in a viable way. Love it. Two thirds of my characters multiclass.</p><p></p><p></p><p>You or your DM forget to use it, so it doesn’t work? This is a classic PICNIC… Problem In Chair, Not In Computer.</p><p></p><p>There are tons of optional rules and systems for 5e. Added to by a plethora of third parties. Folks can’t even agree on what modular means so it’s a leap to criticise 5e for not being it.</p><p></p><p>I don’t hold 5e accountable for an UA play test. Pretty much everything a 3e and earlier psionic could do is replicated in 5e. Tasha’s additions were nice. They tested the water without precluding later options. I don’t call that failure.</p><p></p><p>Again, this is a picnic. Our group takes plenty of short tests. Usually two per adventuring day. One hour isn’t very long. Crickey, I get up from my office from work to get a cup of tea and by the time I’m back at my seat an hour has passed. Finding a defendable space in a dungeon is a form of tactics, as is making sure you have the resources to successful take that rest. Our group had no tension in using them. If they are causing tension, you probably need to examine the group social contract.</p><p></p><p>Much more could be done. Adventures in Rokugan and Adventures in Middle Earth give good examples of this in their add one. 3pp is great for pushing the boat out on this. To be honest, HD is our groups main method of healing.</p><p></p><p>On this I agree. Ditch Warlocks from the PHB.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8752012, member: 6879661"] You’re missing the caveat here… “for me” They are a way of customizing intangible elements and adding a little bit of extra detail. The rule that if they granted a skill you already had you could pick any other, meant they were actually very flexible. They were fun, flavourful and helped customize the classes. They clearly aren’t going anywhere. Excellent at easing new players into the experience of pretending to be somewhere else. Not needed for everyone but didn’t do any harm, and useful for those that needed them. Again, fun and flavour. God forbid we step outside the mechanical. Totally dull… right up until that token you wrote into your backstory ends up being a magic item that the DM weaves in. It’s a tangible way of bringing backstory to life. It worked for dark souls. Honestly, who care though? It’s a bit like saying the spare dagger the PC carries doesn’t work. Hard disagree. The best multiclassing system in the 5 editions of the game. Allows me to do what multiclassing should do, which is play a hybrid character in a viable way. Love it. Two thirds of my characters multiclass. You or your DM forget to use it, so it doesn’t work? This is a classic PICNIC… Problem In Chair, Not In Computer. There are tons of optional rules and systems for 5e. Added to by a plethora of third parties. Folks can’t even agree on what modular means so it’s a leap to criticise 5e for not being it. I don’t hold 5e accountable for an UA play test. Pretty much everything a 3e and earlier psionic could do is replicated in 5e. Tasha’s additions were nice. They tested the water without precluding later options. I don’t call that failure. Again, this is a picnic. Our group takes plenty of short tests. Usually two per adventuring day. One hour isn’t very long. Crickey, I get up from my office from work to get a cup of tea and by the time I’m back at my seat an hour has passed. Finding a defendable space in a dungeon is a form of tactics, as is making sure you have the resources to successful take that rest. Our group had no tension in using them. If they are causing tension, you probably need to examine the group social contract. Much more could be done. Adventures in Rokugan and Adventures in Middle Earth give good examples of this in their add one. 3pp is great for pushing the boat out on this. To be honest, HD is our groups main method of healing. On this I agree. Ditch Warlocks from the PHB. [/QUOTE]
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