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The Official Poll! What THREE things do you like most about D&D 5th Edition?
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<blockquote data-quote="Tony Vargas" data-source="post: 6735790" data-attributes="member: 996"><p>It's the closest thing to a genuinely new idea 5e has seen implemented so far. It's also a neat mechanic because, as good as Advantage is, it /seems/ even better when you actually use it. </p><p></p><p>If you roll a single die with a +5 modifier, that's every bit as good, statistically, as having Advantage. But, with the modifier, the player can see that at most most 25% of rolls hit because of the modifier, the other 75% either miss in spite of it, or would have hit anyway. With Advantage, OTOH, unless you roll two different-colored dice, or roll sequentially, and mentally tag one of them as the 'regular' roll and the other as the 'advantage' die, any time one die comes up higher than the other, it'll look like Advantage was a benefit, and any time the lower die would miss, it looks like you hit 'because of advantage,' making it look like a benefit about twice as often as it actually is (that is, if you roll two identical dice at once, then the 'advantage die' may come up lower, but because you aren't differentiating, it looks like rolling two dice 'helped'). It ups the excitement of using Advantage without correspondingly upping the power of it. </p><p></p><p>It's just a very player-positive mechanic. I first noticed that with Avengers in 4e, who got to roll two dice and take the highest when attacking their chosen 'Oath of Enmity' target, relative to the already very popular 'Elven Accuracy' re-roll. The two were mathematically identical, but the Avenger's ability /seemed/ to deliver more often for the above reason.</p><p></p><p></p><p>Bounded Accuracy has definite effects on the game, but they're mixed. It means anyone can try anything at any time, because the d20 is never overwhelmed by large bonuses or super-high DCs. It also means you can fail at something you're supposed to be good at at any time. It means the same monsters are still a threat in large enough numbers, even at high level, and that a party can at least put some damage on a higher level monster. It also means that your sense of getting 'better' as you level can seem minimal. </p><p></p><p>It's not reasonably balanced with the non-caster classes. Balance isn't a hard-coded thing in 5e. It's a roving spot-light largely under the DM's control. I couldn't agree less. ;P Seriously, lack of differentiation and variety is a good thing? I can see how magic being a fungible, consistent, known-quantity in the setting would evoke a sense of verisimilitude or 'connection to the world,' but it'd also undercut it feeling, well <em>magical</em>. In that sense, the D&D magic system has always been a bit of a negative, it doesn't really feel magical and doesn't model magic in genre. though it's become one of those lovable flaws through long familiarity, of course. 5e did go as far as it dared in making Vancian casting less clunky and genre-contrary, and potentially less frustrating and more fun (depending on your style preferences), though, and it deserves some recognition for that. </p><p></p><p>It hasn't been this 'slow' since the early 80s, and, I have to agree, it'll help keep the game from collapsing under it's own weight the way late 2e and 3.5 did (well, for me - everyone has a different threshold of bloat).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6735790, member: 996"] It's the closest thing to a genuinely new idea 5e has seen implemented so far. It's also a neat mechanic because, as good as Advantage is, it /seems/ even better when you actually use it. If you roll a single die with a +5 modifier, that's every bit as good, statistically, as having Advantage. But, with the modifier, the player can see that at most most 25% of rolls hit because of the modifier, the other 75% either miss in spite of it, or would have hit anyway. With Advantage, OTOH, unless you roll two different-colored dice, or roll sequentially, and mentally tag one of them as the 'regular' roll and the other as the 'advantage' die, any time one die comes up higher than the other, it'll look like Advantage was a benefit, and any time the lower die would miss, it looks like you hit 'because of advantage,' making it look like a benefit about twice as often as it actually is (that is, if you roll two identical dice at once, then the 'advantage die' may come up lower, but because you aren't differentiating, it looks like rolling two dice 'helped'). It ups the excitement of using Advantage without correspondingly upping the power of it. It's just a very player-positive mechanic. I first noticed that with Avengers in 4e, who got to roll two dice and take the highest when attacking their chosen 'Oath of Enmity' target, relative to the already very popular 'Elven Accuracy' re-roll. The two were mathematically identical, but the Avenger's ability /seemed/ to deliver more often for the above reason. Bounded Accuracy has definite effects on the game, but they're mixed. It means anyone can try anything at any time, because the d20 is never overwhelmed by large bonuses or super-high DCs. It also means you can fail at something you're supposed to be good at at any time. It means the same monsters are still a threat in large enough numbers, even at high level, and that a party can at least put some damage on a higher level monster. It also means that your sense of getting 'better' as you level can seem minimal. It's not reasonably balanced with the non-caster classes. Balance isn't a hard-coded thing in 5e. It's a roving spot-light largely under the DM's control. I couldn't agree less. ;P Seriously, lack of differentiation and variety is a good thing? I can see how magic being a fungible, consistent, known-quantity in the setting would evoke a sense of verisimilitude or 'connection to the world,' but it'd also undercut it feeling, well [i]magical[/i]. In that sense, the D&D magic system has always been a bit of a negative, it doesn't really feel magical and doesn't model magic in genre. though it's become one of those lovable flaws through long familiarity, of course. 5e did go as far as it dared in making Vancian casting less clunky and genre-contrary, and potentially less frustrating and more fun (depending on your style preferences), though, and it deserves some recognition for that. It hasn't been this 'slow' since the early 80s, and, I have to agree, it'll help keep the game from collapsing under it's own weight the way late 2e and 3.5 did (well, for me - everyone has a different threshold of bloat). [/QUOTE]
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