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TSR to WoTC shift--OR--the de-prioritization on Exploration spells/classes
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<blockquote data-quote="MNblockhead" data-source="post: 8854003" data-attributes="member: 6796661"><p>Good topic and one I've been thinking a lot about as my current three-year campaign is likely reading its end in the next 3 or so months. </p><p></p><p>I running 5e, but with with XP for GP and pay for level up. </p><p></p><p>It is successful in that it does leads to more satisfying approaches to encounters (from my perspective). I like not having every encounter being a fight and not every encounter being level appropriate. </p><p></p><p>The players spend A LOT OF time strategizing and gathering intel. We find that fun. Other tables might not.</p><p></p><p>But the one thing that has surprised me is that the party doesn't sneak or use subterfuge. No disguised. Not attempts to infiltrate by using another identify as a cover. It has to just be player preference because my current setting and homebrewed rules absolutely reward this style of play. </p><p></p><p>Or so it seemed...</p><p></p><p>What I realize now is that because you can't count on encounters being "level appropriate" it incentivizes finding out everything you can about various areas and their denizens with a focus on being able to get in and out quickly. One the characters have access to teleportation magic, this become even more the favored approach. Sure, there are areas that are warded, but the players will focus on finding out how to get into the warded area and get out of it quickly and will make damn sure they can take on whatever they find there. </p><p></p><p>Also, again, because they can't count on an encounter being level appropriate, the risk of failure when sneaking or using a disguise can be so dire, that is seen as too risky. </p><p></p><p>I feel that if I want to run a game where subterfuge and sneaking get a lot of use, I would need to run a low-magic campaign or at least remove or increase the level of teleportation, wind walk, etc.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8854003, member: 6796661"] Good topic and one I've been thinking a lot about as my current three-year campaign is likely reading its end in the next 3 or so months. I running 5e, but with with XP for GP and pay for level up. It is successful in that it does leads to more satisfying approaches to encounters (from my perspective). I like not having every encounter being a fight and not every encounter being level appropriate. The players spend A LOT OF time strategizing and gathering intel. We find that fun. Other tables might not. But the one thing that has surprised me is that the party doesn't sneak or use subterfuge. No disguised. Not attempts to infiltrate by using another identify as a cover. It has to just be player preference because my current setting and homebrewed rules absolutely reward this style of play. Or so it seemed... What I realize now is that because you can't count on encounters being "level appropriate" it incentivizes finding out everything you can about various areas and their denizens with a focus on being able to get in and out quickly. One the characters have access to teleportation magic, this become even more the favored approach. Sure, there are areas that are warded, but the players will focus on finding out how to get into the warded area and get out of it quickly and will make damn sure they can take on whatever they find there. Also, again, because they can't count on an encounter being level appropriate, the risk of failure when sneaking or using a disguise can be so dire, that is seen as too risky. I feel that if I want to run a game where subterfuge and sneaking get a lot of use, I would need to run a low-magic campaign or at least remove or increase the level of teleportation, wind walk, etc. [/QUOTE]
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