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General Tabletop Discussion
*Dungeons & Dragons
What a DM has to do in 5E
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<blockquote data-quote="Lokiare" data-source="post: 6263991" data-attributes="member: 83996"><p>I agree, if you can't make tactical choices to get ahead or catch those people in the chase or get away (if they are chasing you) then you might as well just flip a coin or roll a single opposed check.</p><p></p><p>What we need is a non-combat resolution system that provides choices and allows for tactical thinking. There will always be the flip a coin die roll for those that want that.</p><p></p><p></p><p></p><p>What happens when they use teleport to get to a safe place or throw up an illusionary wall to rest in a cul de sac or any number of options that make it easy to rest and illogical for the DM to interrupt them?</p><p></p><p>We all know the DM can mitigate anything in D&D with the clever use of story telling, however it can ruin the story or even the play experience of the party.</p><p></p><p>For instance after clearing half a dungeon the party Strength character moves some rubble to block the corridor to the part of the dungeon they haven't explored. Then all of a sudden half way through their extended rest they interrupted by the same kinds of monsters in the dungeon. After taking them out and later clearing the rest of the dungeon they find out there are no other exits and they didn't find any fresh tracks going out. So it breaks their immersion in the game.</p><p></p><p>Throwing up a wall of stone in front of a door or using something like stone shape (not sure if its in 5E yet, but it will be) to create a safe resting place is common. So the DM will definitely have to deal with the 5 minute work day, and the only thing that really happens is the players get more clever and the DM has to get more unrealistic to stop them.</p><p></p><p>Unless of course you explain the problem and just tell them flat out no resting in dungeons.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6263991, member: 83996"] I agree, if you can't make tactical choices to get ahead or catch those people in the chase or get away (if they are chasing you) then you might as well just flip a coin or roll a single opposed check. What we need is a non-combat resolution system that provides choices and allows for tactical thinking. There will always be the flip a coin die roll for those that want that. What happens when they use teleport to get to a safe place or throw up an illusionary wall to rest in a cul de sac or any number of options that make it easy to rest and illogical for the DM to interrupt them? We all know the DM can mitigate anything in D&D with the clever use of story telling, however it can ruin the story or even the play experience of the party. For instance after clearing half a dungeon the party Strength character moves some rubble to block the corridor to the part of the dungeon they haven't explored. Then all of a sudden half way through their extended rest they interrupted by the same kinds of monsters in the dungeon. After taking them out and later clearing the rest of the dungeon they find out there are no other exits and they didn't find any fresh tracks going out. So it breaks their immersion in the game. Throwing up a wall of stone in front of a door or using something like stone shape (not sure if its in 5E yet, but it will be) to create a safe resting place is common. So the DM will definitely have to deal with the 5 minute work day, and the only thing that really happens is the players get more clever and the DM has to get more unrealistic to stop them. Unless of course you explain the problem and just tell them flat out no resting in dungeons. [/QUOTE]
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