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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="ExploderWizard" data-source="post: 6864777" data-attributes="member: 66434"><p>Creating test characters and running them through BS white room scenarios isn't playing the game. No matter how a character is designed, every situation that arises in actual play has the potential to be different in some way. I suggest actually playing more and theory crafting less. </p><p></p><p></p><p></p><p>Its the people that make a social game such as D&D interesting. Boring people-boring game. 4E wasn't exactly my cup of tea mechanically but I had a blast playing a bugbear fighter in my buddy's campaign. No system is perfect, especially for everyone. In an organized play setting, the system is what it is. Make the best of it that you can or do something else. </p><p></p><p></p><p></p><p>The barbarian is not a glass cannon class. You made deliberate choices to make it so. Optimization is all about what works, so maybe playing a bit to learn the system better would give you a better handle on what works and what doesn't.</p><p></p><p></p><p></p><p>I'm gonna have to go Die Hard on this one. If you're not part of the solution then you're part of the problem. Stop being part of the problem and put the other guy back on.</p><p></p><p></p><p></p><p>The type of game that you can run with 5E can vary greatly. As far as the rules are concerned, the game is largely combat focused. Mainly because of all the detail that went into figuring XP for combat encounters and the hand waving advice to treat non-combat encounters as combat. Non-combat play doesn't need many rules but a more neutral approach to awarding XP other than defeating encounters would go a long way towards balancing all three pillars. </p><p></p><p>Of course the real proof is in the adventure material. A good adventure will not assume that any scenario will be engaged in a particular way. Ideally there should be multiple approaches to most situations with some approaches being more effective in certain situations than others. </p><p></p><p></p><p></p><p>Things must have meaning, else why have them. </p><p></p><p>I don't want to use weapons, I just want to do damage as if I were using them. </p><p>I don't want to wear armor. I want the freedom and mobility of being unencumbered but I want the same protection.</p><p>I don't want to ride a horse, I just want to move as fast as one. </p><p></p><p>You know what? PC's sent to the 9 hells also want ice water.</p><p></p><p>The monk class happens to get ALL of that, just not every bit of it at level 1. Monks are masters of unarmed martial arts. This takes time and patience. Want to do more damage RIGHT NOW? Use a weapon. </p><p></p><p>I would also like to point out that a vow is meaningless if there are no actual consequences to keeping it. Its like taking a vow of poverty then spending every copper on gear upgrades- your vow is meaningless.</p><p></p><p></p><p></p><p></p><p>Those who are afraid to do unless they are guaranteed to succeed aren't butt kickers. Butt kickers take the risks that the meek are afraid to try. </p><p></p><p></p><p></p><p>I would say that for the ghast to make this assessment would require its action for the round. Getting to make this insight as a free action is kind of crappy. In that case I would push for PCs being able to look for hidden opponents in combat without requiring an action either.</p><p></p><p></p><p></p><p>This is something I can agree with. Once the odds are determined and the dice are rolled, the result should be accepted by all. The DM is responsible for determining IF a roll is called for, and assigning the difficulty of such a roll. Once put in the hands of fate let the dice fall where they may.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6864777, member: 66434"] Creating test characters and running them through BS white room scenarios isn't playing the game. No matter how a character is designed, every situation that arises in actual play has the potential to be different in some way. I suggest actually playing more and theory crafting less. Its the people that make a social game such as D&D interesting. Boring people-boring game. 4E wasn't exactly my cup of tea mechanically but I had a blast playing a bugbear fighter in my buddy's campaign. No system is perfect, especially for everyone. In an organized play setting, the system is what it is. Make the best of it that you can or do something else. The barbarian is not a glass cannon class. You made deliberate choices to make it so. Optimization is all about what works, so maybe playing a bit to learn the system better would give you a better handle on what works and what doesn't. I'm gonna have to go Die Hard on this one. If you're not part of the solution then you're part of the problem. Stop being part of the problem and put the other guy back on. The type of game that you can run with 5E can vary greatly. As far as the rules are concerned, the game is largely combat focused. Mainly because of all the detail that went into figuring XP for combat encounters and the hand waving advice to treat non-combat encounters as combat. Non-combat play doesn't need many rules but a more neutral approach to awarding XP other than defeating encounters would go a long way towards balancing all three pillars. Of course the real proof is in the adventure material. A good adventure will not assume that any scenario will be engaged in a particular way. Ideally there should be multiple approaches to most situations with some approaches being more effective in certain situations than others. Things must have meaning, else why have them. I don't want to use weapons, I just want to do damage as if I were using them. I don't want to wear armor. I want the freedom and mobility of being unencumbered but I want the same protection. I don't want to ride a horse, I just want to move as fast as one. You know what? PC's sent to the 9 hells also want ice water. The monk class happens to get ALL of that, just not every bit of it at level 1. Monks are masters of unarmed martial arts. This takes time and patience. Want to do more damage RIGHT NOW? Use a weapon. I would also like to point out that a vow is meaningless if there are no actual consequences to keeping it. Its like taking a vow of poverty then spending every copper on gear upgrades- your vow is meaningless. Those who are afraid to do unless they are guaranteed to succeed aren't butt kickers. Butt kickers take the risks that the meek are afraid to try. I would say that for the ghast to make this assessment would require its action for the round. Getting to make this insight as a free action is kind of crappy. In that case I would push for PCs being able to look for hidden opponents in combat without requiring an action either. This is something I can agree with. Once the odds are determined and the dice are rolled, the result should be accepted by all. The DM is responsible for determining IF a roll is called for, and assigning the difficulty of such a roll. Once put in the hands of fate let the dice fall where they may. [/QUOTE]
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