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Strengths of 5th Ed
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<blockquote data-quote="Rhenny" data-source="post: 6175847" data-attributes="member: 18333"><p>In a nutshell, it is easier for me to DM. Much easier than 3.5e and Pathfinder, and even easier than 4e.</p><p></p><p>Combat lasts as long as you want it to last. Most combats are quick due both monsters dying quicker and players making decisions quicker (there are not as many specific buttons to press, especially at lower levels). I've been able to design 1-2 round encounters all the way up to 12+ round combats. Even the 12+ round combat took about 45 minutes to 1 hour, which isn't so time consuming.</p><p></p><p>Because DMs can control the length of combat it allows us to balance the play experience to our tastes. It is really easy to have a 2 hour session that incorporates interaction, exploration and combat in a way that advances the adventure/campaign story in a meaningful way.</p><p></p><p>I've found, especially when using the optional skilless action resolution system, that my players think more like their PCs. When they make decisions, they don't study their character sheets and look for what they can do. They just tell me what they want to do based on their overall understanding of their character and its strengths. I love that. In fact, I'm working on a houserule that expands the skilless aspect even further to encourage complete character emersion. If anyone is interested, I have lots of ideas and play reports in my blog at WotC. </p><p> <a href="http://community.wizards.com/rhenny/blog/2013/08/28/51._universal_skilless_action_resolution_and_saving_throws_in_dd_next_" target="_blank">http://community.wizards.com/rhenny/blog/2013/08/28/51._universal_skilless_action_resolution_and_saving_throws_in_dd_next_</a></p><p></p><p>Of course, the final version of D&D Next is not done yet, and I imagine that there will be a lot more in it so that people who like making more fiddly choices will get that opportunity.</p><p></p><p>Overall, I agree with RogerWickett.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6175847, member: 18333"] In a nutshell, it is easier for me to DM. Much easier than 3.5e and Pathfinder, and even easier than 4e. Combat lasts as long as you want it to last. Most combats are quick due both monsters dying quicker and players making decisions quicker (there are not as many specific buttons to press, especially at lower levels). I've been able to design 1-2 round encounters all the way up to 12+ round combats. Even the 12+ round combat took about 45 minutes to 1 hour, which isn't so time consuming. Because DMs can control the length of combat it allows us to balance the play experience to our tastes. It is really easy to have a 2 hour session that incorporates interaction, exploration and combat in a way that advances the adventure/campaign story in a meaningful way. I've found, especially when using the optional skilless action resolution system, that my players think more like their PCs. When they make decisions, they don't study their character sheets and look for what they can do. They just tell me what they want to do based on their overall understanding of their character and its strengths. I love that. In fact, I'm working on a houserule that expands the skilless aspect even further to encourage complete character emersion. If anyone is interested, I have lots of ideas and play reports in my blog at WotC. [url]http://community.wizards.com/rhenny/blog/2013/08/28/51._universal_skilless_action_resolution_and_saving_throws_in_dd_next_[/url] Of course, the final version of D&D Next is not done yet, and I imagine that there will be a lot more in it so that people who like making more fiddly choices will get that opportunity. Overall, I agree with RogerWickett. [/QUOTE]
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