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"The problem with 5e" is the best feature - advantage
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<blockquote data-quote="Neonchameleon" data-source="post: 8357471" data-attributes="member: 87792"><p>To me stacking advantages are good if they do any of a few things:</p><p>1: Cast a stronger light on the local specifics of the gameworld.</p><p>2: Promote risk taking and thus excitement or otherwise change what you'd do</p><p>3: Promote teamwork and party cohesion.</p><p></p><p>Flanking, for example, I consider an excellent bonus. It's all about the specific positioning in the setting. It takes two people. And in most cases someone's going to have to go deeper into the enemy lines than they normally would, so there's a risk involved (unless you can walk round the enemy and back in one move...). The conversation "Bob? Can you distract him by going <em>there</em> so I can shank him" I actively consider a good thing.</p><p></p><p>Prone's another good example. It's immediately relevant to the gameworld, and when someone knocks an enemy prone it's more so one of their friends can follow up than so they can.</p><p></p><p>A good third case would be the 4e classic "Tim the Enchanter wants to squash all the goblins under a <em>summon bigger fish</em>. Can we push those wolves so they'll also end up underneath it as well?" Again this promotes teamwork, works with what's going on in the world, and changes the character's actions based on what's going on in the world.</p><p></p><p>Table crosstalk as you work as a team to set things up for each other and change what you'd do to work together better rather than in isolation is IMO good. Hunting your character sheet for conditional modifiers (and I'm not saying that 4e was short of those) is IMO not because it pulls you away from the gameworld and the party.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8357471, member: 87792"] To me stacking advantages are good if they do any of a few things: 1: Cast a stronger light on the local specifics of the gameworld. 2: Promote risk taking and thus excitement or otherwise change what you'd do 3: Promote teamwork and party cohesion. Flanking, for example, I consider an excellent bonus. It's all about the specific positioning in the setting. It takes two people. And in most cases someone's going to have to go deeper into the enemy lines than they normally would, so there's a risk involved (unless you can walk round the enemy and back in one move...). The conversation "Bob? Can you distract him by going [I]there[/I] so I can shank him" I actively consider a good thing. Prone's another good example. It's immediately relevant to the gameworld, and when someone knocks an enemy prone it's more so one of their friends can follow up than so they can. A good third case would be the 4e classic "Tim the Enchanter wants to squash all the goblins under a [I]summon bigger fish[/I]. Can we push those wolves so they'll also end up underneath it as well?" Again this promotes teamwork, works with what's going on in the world, and changes the character's actions based on what's going on in the world. Table crosstalk as you work as a team to set things up for each other and change what you'd do to work together better rather than in isolation is IMO good. Hunting your character sheet for conditional modifiers (and I'm not saying that 4e was short of those) is IMO not because it pulls you away from the gameworld and the party. [/QUOTE]
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