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Survey Launch | Player's Handbook Playtest 5 | Unearthed Arcana | D&D
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<blockquote data-quote="tetrasodium" data-source="post: 9026632" data-attributes="member: 93670"><p>No not at all. It may have been the intent at first, but that intent got twisted at some point. Much of the system is designed around the assumption that the GM will houserule complete & use fiat as a check, but the dial is set all wrong. That's fine in a high lethality system with meaningful attrition like dcc or 2e because the GM is likely to be doing those things to empower players in being awesome, but 5e 5e is not high lethality or a system with meaningful attrition. When the dial has been set for the system to have such low risk & has minimized attrition to the point of being nearly removed the GM winds up needing to be the one constantly snatching awesome from the players instead of using fiat & houserule to empower awesome.</p><p></p><p>A good bit of discussion in the thread is about aarakokra & such., but much of that discussion misses the problems with flight in 5e. Given that I've run LMOP start to with a full party of aarakokra, I have some relevant experience about those problems.... Sure I can block flight with forwest canopy or whatever & frequently did so, but I still had to regularly say...</p><p>[spoiler="things like this"]</p><ul> <li data-xf-list-type="ul">You aren't flying, that terrain is going to slow/damage/etc you (think difficult terrain & web grease caltrops etc for a couple examples)<ul> <li data-xf-list-type="ul">No bob you need to fly up because it's flight not hover, you can't fly with your feet on the ground</li> <li data-xf-list-type="ul">No you can't retcon in your movement just because I caught you</li> </ul></li> <li data-xf-list-type="ul">No, you can't fly backwards<ul> <li data-xf-list-type="ul">or upside down</li> </ul></li> <li data-xf-list-type="ul">No you don't have hover & aren't a helicopter, you can't not move on your turn while flying.<ul> <li data-xf-list-type="ul">You still aren't a helicopter & don't have hover, you need to move forward while turning too</li> </ul></li> </ul><p></p><p>[/spoiler]</p><p>There's no less for the GM to memorize with 5e, it's just that now the GM also needs to finish the rules <em>and</em> the players can't double check the rules text if they are uncertain about something so the GM needs to spend even more session time with it than any prior edition. Worse the GM needs to do that snatching awesome away from players rather than "well I don't think that's how it works, but I'm going to allow it this time because you guys are really on the ball in ways I approve of." or "<em>I'm</em> not trying to nerf you or take away your moment of cool, that's just not something the rules would allow"</p><p></p><p>Finishing the flight rules & keeping them in play was far more work than dealing with flight.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9026632, member: 93670"] No not at all. It may have been the intent at first, but that intent got twisted at some point. Much of the system is designed around the assumption that the GM will houserule complete & use fiat as a check, but the dial is set all wrong. That's fine in a high lethality system with meaningful attrition like dcc or 2e because the GM is likely to be doing those things to empower players in being awesome, but 5e 5e is not high lethality or a system with meaningful attrition. When the dial has been set for the system to have such low risk & has minimized attrition to the point of being nearly removed the GM winds up needing to be the one constantly snatching awesome from the players instead of using fiat & houserule to empower awesome. A good bit of discussion in the thread is about aarakokra & such., but much of that discussion misses the problems with flight in 5e. Given that I've run LMOP start to with a full party of aarakokra, I have some relevant experience about those problems.... Sure I can block flight with forwest canopy or whatever & frequently did so, but I still had to regularly say... [spoiler="things like this"] [LIST] [*]You aren't flying, that terrain is going to slow/damage/etc you (think difficult terrain & web grease caltrops etc for a couple examples) [LIST] [*]No bob you need to fly up because it's flight not hover, you can't fly with your feet on the ground [*]No you can't retcon in your movement just because I caught you [/LIST] [*]No, you can't fly backwards [LIST] [*]or upside down [/LIST] [*]No you don't have hover & aren't a helicopter, you can't not move on your turn while flying. [LIST] [*]You still aren't a helicopter & don't have hover, you need to move forward while turning too [/LIST] [/LIST] [/spoiler] There's no less for the GM to memorize with 5e, it's just that now the GM also needs to finish the rules [I]and[/I] the players can't double check the rules text if they are uncertain about something so the GM needs to spend even more session time with it than any prior edition. Worse the GM needs to do that snatching awesome away from players rather than "well I don't think that's how it works, but I'm going to allow it this time because you guys are really on the ball in ways I approve of." or "[I]I'm[/I] not trying to nerf you or take away your moment of cool, that's just not something the rules would allow" Finishing the flight rules & keeping them in play was far more work than dealing with flight. [/QUOTE]
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