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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="Quickleaf" data-source="post: 6860790" data-attributes="member: 20323"><p>Your main criticism here really comes down to how the DM runs the game, knowing that bounded accuracy is part of it. There are 3 points I've noticed DMs migrating from other editions often overlooking about 5e:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Not everything is worth a roll.</strong> This is repeated in different sections of the DMG and PHB, but a 5e DM really should apply it with prejudice. All those "do I notice something?" / "do I know something?" checks from previous editions (esp. 3e/4e) don't really fit 5e's paradigm. Ability checks are reserved for when something that matters is in doubt. Otherwise, just narrate it.</li> <li data-xf-list-type="ul"><strong>Know what failure MEANS and narrate more.</strong> It's true you can't get a 125% chance to hit a monster in 5e (AFAIK) like you could in other editions, but what this means for the DM is that failure is going to happen a bit more. I've observed 5e hit rates falling around 65-85% chance of success after observing groups playing from 1st-9th level. That seems about right, even if it is lower than a power-gamer wants. The DM, however, should make failure meaningful and interesting. "You miss" is not a good approach in general, but especially in 5e with bounded accuracy because it's going to happen more frequently. This is mitigated by most fights being shorter...which further factors into 5e being about the adventure holistically and not just <em>who pwns the boss betters.</em></li> <li data-xf-list-type="ul"><strong>Lethality involves multiple factors.</strong> If you're critical of 5e for lacking in the lethality department compared to 1e/2e, I'd argue that criticism is no more valid than saying 3e or 4e is less lethal than AD&D because AD&D was more lethal all around! There are lots of moving parts that I see 5e DMs miss when running games that could make them more lethal however: (1) Massive damage rules. They're in the game. Use them. (2) Monsters hitting players when they're down. Some monsters should do this when in character. (3) Challenge the party. The DMG's guidelines are a starting point for this, but as folks have widely observed online, the DMG encounter guidelines aren't made for highly optimized parties. I've seen folks go as far as tripling or quintupling those guidelines for power-gamers. This is really the same as in any other edition, to be honest. How the DM designs encounters & adventures is a huge factor in lethality.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6860790, member: 20323"] Your main criticism here really comes down to how the DM runs the game, knowing that bounded accuracy is part of it. There are 3 points I've noticed DMs migrating from other editions often overlooking about 5e: [list] [*][b]Not everything is worth a roll.[/b] This is repeated in different sections of the DMG and PHB, but a 5e DM really should apply it with prejudice. All those "do I notice something?" / "do I know something?" checks from previous editions (esp. 3e/4e) don't really fit 5e's paradigm. Ability checks are reserved for when something that matters is in doubt. Otherwise, just narrate it. [*][b]Know what failure MEANS and narrate more.[/b] It's true you can't get a 125% chance to hit a monster in 5e (AFAIK) like you could in other editions, but what this means for the DM is that failure is going to happen a bit more. I've observed 5e hit rates falling around 65-85% chance of success after observing groups playing from 1st-9th level. That seems about right, even if it is lower than a power-gamer wants. The DM, however, should make failure meaningful and interesting. "You miss" is not a good approach in general, but especially in 5e with bounded accuracy because it's going to happen more frequently. This is mitigated by most fights being shorter...which further factors into 5e being about the adventure holistically and not just [i]who pwns the boss betters.[/i] [*][b]Lethality involves multiple factors.[/b] If you're critical of 5e for lacking in the lethality department compared to 1e/2e, I'd argue that criticism is no more valid than saying 3e or 4e is less lethal than AD&D because AD&D was more lethal all around! There are lots of moving parts that I see 5e DMs miss when running games that could make them more lethal however: (1) Massive damage rules. They're in the game. Use them. (2) Monsters hitting players when they're down. Some monsters should do this when in character. (3) Challenge the party. The DMG's guidelines are a starting point for this, but as folks have widely observed online, the DMG encounter guidelines aren't made for highly optimized parties. I've seen folks go as far as tripling or quintupling those guidelines for power-gamers. This is really the same as in any other edition, to be honest. How the DM designs encounters & adventures is a huge factor in lethality.[/list] [/QUOTE]
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