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Things 5E has taught you about your playstyle.
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<blockquote data-quote="DaveDash" data-source="post: 6521443" data-attributes="member: 6786202"><p>When it comes to combat, I much prefer a game like D&D Minis (ie, a wargame experience) than grand roleplay.</p><p></p><p>The best for me would be pathfinders certainty in rules (ie, rules that are NOT vague), but D&D's 5e overall less cumbersome combat system. I like *less* rules and faster combat, but I wish they were more concise. I've even had brand new players to D&D comment on how ambiguous and vague the rules are.</p><p></p><p>For me (and a few of my players) part of the fun is mastering the system given a consistent set of boundaries. From the DM's point of view, that is creating challenging encounters within the boundaries of the rules, and for the players that is defeating those encounters also within the boundary of the rules.</p><p></p><p>When the rules are unclear, a certain amount satisfaction in that style of mastery is robbed. Players are unsure of how the next ruling might turn out, and DMs are unsure of how the next combat may turn out, what vague rule may pop up and surprise them, etc. </p><p></p><p>Now I realise that many people were clamouring for rulings and not rules, I understand this, but for me and my table this is certainly both an adjustment and learning experience.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6521443, member: 6786202"] When it comes to combat, I much prefer a game like D&D Minis (ie, a wargame experience) than grand roleplay. The best for me would be pathfinders certainty in rules (ie, rules that are NOT vague), but D&D's 5e overall less cumbersome combat system. I like *less* rules and faster combat, but I wish they were more concise. I've even had brand new players to D&D comment on how ambiguous and vague the rules are. For me (and a few of my players) part of the fun is mastering the system given a consistent set of boundaries. From the DM's point of view, that is creating challenging encounters within the boundaries of the rules, and for the players that is defeating those encounters also within the boundary of the rules. When the rules are unclear, a certain amount satisfaction in that style of mastery is robbed. Players are unsure of how the next ruling might turn out, and DMs are unsure of how the next combat may turn out, what vague rule may pop up and surprise them, etc. Now I realise that many people were clamouring for rulings and not rules, I understand this, but for me and my table this is certainly both an adjustment and learning experience. [/QUOTE]
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