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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6858458" data-attributes="member: 6787650"><p>You haven't learned yet how to powergame 5E. When you properly exploit things like mobility, summons, Pass Without Trace, Expertise, Cunning Action, and feats, and unusual weapons, almost all the randomness falls away against suggested difficulties. (I advocate going way beyond suggested difficulties for this reason, but most people don't.) In any given combat, your goals are to either remove yourself from harm's way entirely (e.g. a party full of Mobile characters, or where everybody has a Cunning Action, or where lots of Repelling Blast is available) or at least impose disadvantage (shoving prone works great against non-Huge enemies).</p><p></p><p>When you power game 5E, it becomes less random than 2nd Edition by a long shot because there are almost no save-on-die effects (Disintegration is now just damage) and those that do exist are easily reversible (Revivify is a get-out-of-death-free card with no real consequences except the material cost--you no longer lose Con or have to make a resurrection survival roll or anything. You don't even lose your memorized spells now). Cyclic initiative also contributes to the predictability, so much so that I suggest ditching it.</p><p></p><p>When you power game 5E correctly, all the tension comes from information uncertainty like "what is this hooded creature I'm negotiating with? Should I answer the riddle or just kill it? What happens if I kill it?" and not really from rolling dice.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6858458, member: 6787650"] You haven't learned yet how to powergame 5E. When you properly exploit things like mobility, summons, Pass Without Trace, Expertise, Cunning Action, and feats, and unusual weapons, almost all the randomness falls away against suggested difficulties. (I advocate going way beyond suggested difficulties for this reason, but most people don't.) In any given combat, your goals are to either remove yourself from harm's way entirely (e.g. a party full of Mobile characters, or where everybody has a Cunning Action, or where lots of Repelling Blast is available) or at least impose disadvantage (shoving prone works great against non-Huge enemies). When you power game 5E, it becomes less random than 2nd Edition by a long shot because there are almost no save-on-die effects (Disintegration is now just damage) and those that do exist are easily reversible (Revivify is a get-out-of-death-free card with no real consequences except the material cost--you no longer lose Con or have to make a resurrection survival roll or anything. You don't even lose your memorized spells now). Cyclic initiative also contributes to the predictability, so much so that I suggest ditching it. When you power game 5E correctly, all the tension comes from information uncertainty like "what is this hooded creature I'm negotiating with? Should I answer the riddle or just kill it? What happens if I kill it?" and not really from rolling dice. [/QUOTE]
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Thoughts of a 3E/4E powergamer on starting to play 5E
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