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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="Manbearcat" data-source="post: 6573679" data-attributes="member: 6696971"><p>Bolded part is, of course, fail forward. See my most recent post to pemerton (elsewhere I've got several other posts on the subject and a pretty long evaluation of hunting and tracking through the editions) for the breakdown of my issues with the setup of 5e noncombat conflict resolution.</p><p></p><p>This brings me to an interesting thought (at least to me). I've heard many proponents wax about the rules-lite nature of 5e. I hear that and I just blink with incredulity. 5e isn't even close to rules-lite. I think what they might actually be saying is "5e requires heavy-handed GMing to make it work...and it is trim enough in the right areas *...opaque enough in most areas **...and has a few simple/elegant tools *** that the GM can provide some key decision-points to the players (provide some agency) while still having force and illusionism in their back pocket (because they are so enabled by the system) to keep the story humming along while the <strong><em>mechanics fade **** into the background</em></strong> (hear that last bit a lot)."</p><p></p><p><span style="font-size: 9px">* bounded accuracy keeps number inflation down</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">** rulings not rules bulwarked by (1) "it is the GM's game, (2) natural language with mechanics intertwined, and (3) open-ended wording in a few key areas where important rules intersect allowing for multiple interpretations.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">*** Basic d20 mechanics + Advantage + Inspiration + Concentration + multiple of 5 DCs</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">**** hopefully not into irrelevance!</span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6573679, member: 6696971"] Bolded part is, of course, fail forward. See my most recent post to pemerton (elsewhere I've got several other posts on the subject and a pretty long evaluation of hunting and tracking through the editions) for the breakdown of my issues with the setup of 5e noncombat conflict resolution. This brings me to an interesting thought (at least to me). I've heard many proponents wax about the rules-lite nature of 5e. I hear that and I just blink with incredulity. 5e isn't even close to rules-lite. I think what they might actually be saying is "5e requires heavy-handed GMing to make it work...and it is trim enough in the right areas *...opaque enough in most areas **...and has a few simple/elegant tools *** that the GM can provide some key decision-points to the players (provide some agency) while still having force and illusionism in their back pocket (because they are so enabled by the system) to keep the story humming along while the [B][I]mechanics fade **** into the background[/I][/B] (hear that last bit a lot)." [SIZE=1]* bounded accuracy keeps number inflation down ** rulings not rules bulwarked by (1) "it is the GM's game, (2) natural language with mechanics intertwined, and (3) open-ended wording in a few key areas where important rules intersect allowing for multiple interpretations. *** Basic d20 mechanics + Advantage + Inspiration + Concentration + multiple of 5 DCs **** hopefully not into irrelevance![/SIZE] [/QUOTE]
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