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Things 5E has taught you about your playstyle.
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<blockquote data-quote="Pvt. Winslow" data-source="post: 6521271" data-attributes="member: 6779864"><p>So far, from both playing and DMing 5E, I've learned that I much prefer the Advantage/Disadvantage system to stacking bonuses of previous editions. Back in the day, I used to enjoy the theorycrafting of building up a character who had "combos" of different spells, abilities, and features to let me get large bonuses in different areas and be awesome. Such as a character designed to be great at sneaking, breaking into places, and stealing stuff. Or characters designed to be defensive 'tanks' with options to boost their AC, punish targets that try to run away with AoO's and such things.</p><p></p><p>Eventually, the table play became less satisfying to me than the concept. Keeping track of all the bonuses, from multiple different sources and often with different durations, was an absolute nightmare. It also completely sucked me out of an RP mindset. I kept trying to get into my characters and narrate my actions, or keep things interesting for my PC's by narrating their foes, but so much time was taken going over buffs and adding bonuses and rolling attacks and oh wait he gets a +2 bonus from that aura and - I was losing my interest and focus <strong>FAST</strong>. </p><p></p><p>This has completely turned around with 5E. I've been having an absolute blast both DMing and playing. Mechanics are simpler in both creation and use, but decisions are still important. I have more time to narrate and RP what my character and NPCs do, without making my turns take literal minutes of just adding bonuses and rolling dice.</p><p></p><p>In a nutshell, I learned that my playstyle favors more narrative gameplay and is easiest to maintain when the mechanics of the game are simpler than past editions.</p></blockquote><p></p>
[QUOTE="Pvt. Winslow, post: 6521271, member: 6779864"] So far, from both playing and DMing 5E, I've learned that I much prefer the Advantage/Disadvantage system to stacking bonuses of previous editions. Back in the day, I used to enjoy the theorycrafting of building up a character who had "combos" of different spells, abilities, and features to let me get large bonuses in different areas and be awesome. Such as a character designed to be great at sneaking, breaking into places, and stealing stuff. Or characters designed to be defensive 'tanks' with options to boost their AC, punish targets that try to run away with AoO's and such things. Eventually, the table play became less satisfying to me than the concept. Keeping track of all the bonuses, from multiple different sources and often with different durations, was an absolute nightmare. It also completely sucked me out of an RP mindset. I kept trying to get into my characters and narrate my actions, or keep things interesting for my PC's by narrating their foes, but so much time was taken going over buffs and adding bonuses and rolling attacks and oh wait he gets a +2 bonus from that aura and - I was losing my interest and focus [B]FAST[/B]. This has completely turned around with 5E. I've been having an absolute blast both DMing and playing. Mechanics are simpler in both creation and use, but decisions are still important. I have more time to narrate and RP what my character and NPCs do, without making my turns take literal minutes of just adding bonuses and rolling dice. In a nutshell, I learned that my playstyle favors more narrative gameplay and is easiest to maintain when the mechanics of the game are simpler than past editions. [/QUOTE]
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