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Story Now, Skilled Play, and Elephants
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<blockquote data-quote="ECMO3" data-source="post: 8300207" data-attributes="member: 7030563"><p>I think most of the people who use the term "skilled play" are more metagamers and are not actually very skilled at playing RPGs.</p><p></p><p>I think truely skilled players need very few rules, the "skill" is in the creativity, not in the rules IMO.</p><p></p><p>I think skilled players can do whatever they want and need in terms of exploration and social pillars well within the confines of 5E. I think the rules are needed for those who want these in the story but lack the skill to do it without them.</p><p></p><p>I think 3E had way too many rules and those dragged the game down, further the ever-inclining skill system was difficult to manage in exploration and conversation settings. 4E was worse and awful in every respect. 5E is just about ideal IMO with a solid framework in the skills but not too many rules on how to apply it.</p><p></p><p>We have rules on a few things - perception and stealth most notably. But for the most part it is entirely interpretation with the DM able to make decisions on what constitutes a persuasion check or how hard it is to climb up that rope.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8300207, member: 7030563"] I think most of the people who use the term "skilled play" are more metagamers and are not actually very skilled at playing RPGs. I think truely skilled players need very few rules, the "skill" is in the creativity, not in the rules IMO. I think skilled players can do whatever they want and need in terms of exploration and social pillars well within the confines of 5E. I think the rules are needed for those who want these in the story but lack the skill to do it without them. I think 3E had way too many rules and those dragged the game down, further the ever-inclining skill system was difficult to manage in exploration and conversation settings. 4E was worse and awful in every respect. 5E is just about ideal IMO with a solid framework in the skills but not too many rules on how to apply it. We have rules on a few things - perception and stealth most notably. But for the most part it is entirely interpretation with the DM able to make decisions on what constitutes a persuasion check or how hard it is to climb up that rope. [/QUOTE]
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