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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="Tony Vargas" data-source="post: 7712589" data-attributes="member: 996"><p>There's roll d20 vs DC, of course, that's it. But, there's a number of ways to use that (shy of inventing your own).</p><p></p><p>le'see, dramaticized arm-wrestling could include:</p><p></p><p>Intimidate Check to 'psych out' your opponent</p><p>STR check to beat him quickly</p><p>CON check to wear him out as you struggle</p><p>Bluff check to feign weakening so he makes a final push while you're still able to handle it.</p><p>STR check to put it to bed.</p><p></p><p>By spreading it out over 5 checks, you can even out the swinginess of an opposed check, and ratchet up some drama. </p><p></p><p>OK, in a sense that's a complexity 1 skill challenge for a single character, or 3e 'complex skill check,' just using different skills, but whatever. It's shy of making up your own resolution systems, it's just applying the d20 resolution system in more detail.</p><p></p><p> Better pacing? You mean because 5e lets a long rest re-set just about everything very simply, rather than resting so many hours to memorize such level spells, then 15 or 10 minutes/spell level to actually memorize them - or, alternately, if none of you are casters, up to 6 weeks to get all your hps back? </p><p></p><p> It might be easier to talk your players into GURPS. </p><p></p><p> 5e is vaguely balanced around this semi-mythical 6-8 encounter / 2-3 short-rest 'day' (24 hr period in which you are allowed one long rest). Were it not for the short rest mechanic, that would just be a simplification of AD&D's complicated system of memorization and mostly-superfluous coverage of natural healing too slow to matter, that mostly just (IMyouthfulX) boiled down to ' we're outta spells & low on hps, - we go back to town and rest.' </p><p></p><p>I can see the dissatisfaction with the former, but not so much the appeal of the latter as a 'better pacing' alternative.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7712589, member: 996"] There's roll d20 vs DC, of course, that's it. But, there's a number of ways to use that (shy of inventing your own). le'see, dramaticized arm-wrestling could include: Intimidate Check to 'psych out' your opponent STR check to beat him quickly CON check to wear him out as you struggle Bluff check to feign weakening so he makes a final push while you're still able to handle it. STR check to put it to bed. By spreading it out over 5 checks, you can even out the swinginess of an opposed check, and ratchet up some drama. OK, in a sense that's a complexity 1 skill challenge for a single character, or 3e 'complex skill check,' just using different skills, but whatever. It's shy of making up your own resolution systems, it's just applying the d20 resolution system in more detail. Better pacing? You mean because 5e lets a long rest re-set just about everything very simply, rather than resting so many hours to memorize such level spells, then 15 or 10 minutes/spell level to actually memorize them - or, alternately, if none of you are casters, up to 6 weeks to get all your hps back? It might be easier to talk your players into GURPS. 5e is vaguely balanced around this semi-mythical 6-8 encounter / 2-3 short-rest 'day' (24 hr period in which you are allowed one long rest). Were it not for the short rest mechanic, that would just be a simplification of AD&D's complicated system of memorization and mostly-superfluous coverage of natural healing too slow to matter, that mostly just (IMyouthfulX) boiled down to ' we're outta spells & low on hps, - we go back to town and rest.' I can see the dissatisfaction with the former, but not so much the appeal of the latter as a 'better pacing' alternative. [/QUOTE]
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