Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Single mechanics that hurt an otherwise good game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="5ekyu" data-source="post: 7356867" data-attributes="member: 6919838"><p>Hmmm...</p><p></p><p>Most systems to me had flaws (internal inconsistencies) that went beyond the "need to change this to better fit setting" issues.</p><p></p><p>I would say the biggest flaw in 5e that actually affects play is the long and short rest. Specifically the decision to make classes balance in play mix and match between short and long rest so that some classes are very keyed power wise to how often long rests happen while others are intentionally hinged on short rests. </p><p></p><p>Because a design goal of 5e is focused on new players, taking a large chunk of that balance and hinging it on DM scripting considerations is just plain poor planning and inconsistent.</p><p></p><p>It also adds a level of complexity for even experienced GMs and scripting for balance in play.</p><p></p><p>They should have IMO went with all classes being mostly LR focused (traditional) or mostly SR focused to syreamline a lot of encounter design and campaign design concerns.</p><p></p><p>For IIRC Serenity/Cortex and now it seems Star Trek Adventures, the "flows like rain" plot points mechanic really fails with me. (Momentum in STA) The idea is they built a meta-game) mechanic into the basic scene and skill operation with the expectation that it is a major part of the resolution system. The problem I have is it drives the actual play too far away from character vs scene "in game" processes to hinge very,much on the plot point economy. Saw it in Serenity and you can watch just one episode of Shield of Tomorrow and see how much the momentum economy gets screen time in resolution and dialog between players during scenes. It feels to me that it diminishes the attention paid to the "my character is good at that" towards "can we afford to spend mo" as well as making the "yay" or "reward" for an exceptional result be more about the extra momentum gained and mostly eclipse the actual gains from the task in game in scene. </p><p></p><p>These are of course somewhat subjective but at least for the 5E rest balance classes it seems to clash with design intentions.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7356867, member: 6919838"] Hmmm... Most systems to me had flaws (internal inconsistencies) that went beyond the "need to change this to better fit setting" issues. I would say the biggest flaw in 5e that actually affects play is the long and short rest. Specifically the decision to make classes balance in play mix and match between short and long rest so that some classes are very keyed power wise to how often long rests happen while others are intentionally hinged on short rests. Because a design goal of 5e is focused on new players, taking a large chunk of that balance and hinging it on DM scripting considerations is just plain poor planning and inconsistent. It also adds a level of complexity for even experienced GMs and scripting for balance in play. They should have IMO went with all classes being mostly LR focused (traditional) or mostly SR focused to syreamline a lot of encounter design and campaign design concerns. For IIRC Serenity/Cortex and now it seems Star Trek Adventures, the "flows like rain" plot points mechanic really fails with me. (Momentum in STA) The idea is they built a meta-game) mechanic into the basic scene and skill operation with the expectation that it is a major part of the resolution system. The problem I have is it drives the actual play too far away from character vs scene "in game" processes to hinge very,much on the plot point economy. Saw it in Serenity and you can watch just one episode of Shield of Tomorrow and see how much the momentum economy gets screen time in resolution and dialog between players during scenes. It feels to me that it diminishes the attention paid to the "my character is good at that" towards "can we afford to spend mo" as well as making the "yay" or "reward" for an exceptional result be more about the extra momentum gained and mostly eclipse the actual gains from the task in game in scene. These are of course somewhat subjective but at least for the 5E rest balance classes it seems to clash with design intentions. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Single mechanics that hurt an otherwise good game
Top