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[+] What are your favorite things about 5e?
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<blockquote data-quote="Bihlbo" data-source="post: 6652595" data-attributes="member: 9961"><p>One of my favorite things about 5th edition is also one of its greatest weaknesses: <strong>The rules are very incomplete.</strong></p><p></p><p>This means that you literally cannot ever run a game without making up rules. Either you start from the beginning with a book of house rules that fill in the barren wastes and refine which optional things your game will use/disallow, or you have to make up things on the fly. I like consistency, so making up rules as I go along doesn't suit me, but I love writing rules and content for D&D. In the past I could play 3.5 without house rules, but I didn't want to - and that meant I had to <em>apologize </em>to players when I slapped more than 2 pages worth of house rules in front of them. With 5th edition 2 pages of house rules isn't even adequate, and I don't have to apologize for beans because the RAW are just so lacking.</p><p></p><p>Also, the bounded accuracy and the blandness of monsters means that I can go with my gut on any new thing and feel confident that it won't throw things out of whack. The difference between high and low-level monsters in the MM is mainly hit points, which is the easiest thing to fudge on the fly anyway - so if some new thing makes a fight seem too easy, add another 10 hp to everything and see what happens. It's not as though the Challenge number on monsters means much of anything, so throw bigger baddies at them until you find the right balance. You have to do that without any house rules at all, so adding just <em>whatever</em> for the PCs is generally fine and dandy.</p><p></p><p>If I want to write up 8 more backgrounds or let players write their own (and I do) then it's okay. If I want to get rid of the tool system and turn it into something good (and I do) then it's okay. If I want to use Expertise as a game mechanic that extends to non-rogues (and I do) then it's okay. If I want to define things that the rules doesn't touch, like climb speed, how animal handling works, or all the class options we expected and didn't get (and I do) then it's okay. And so I get to do the thing I really enjoy, which is prepare the rules that govern the games I'm running. 5e is the first D&D that makes me want to run the game more than play the game.</p></blockquote><p></p>
[QUOTE="Bihlbo, post: 6652595, member: 9961"] One of my favorite things about 5th edition is also one of its greatest weaknesses: [b]The rules are very incomplete.[/b] This means that you literally cannot ever run a game without making up rules. Either you start from the beginning with a book of house rules that fill in the barren wastes and refine which optional things your game will use/disallow, or you have to make up things on the fly. I like consistency, so making up rules as I go along doesn't suit me, but I love writing rules and content for D&D. In the past I could play 3.5 without house rules, but I didn't want to - and that meant I had to [I]apologize [/I]to players when I slapped more than 2 pages worth of house rules in front of them. With 5th edition 2 pages of house rules isn't even adequate, and I don't have to apologize for beans because the RAW are just so lacking. Also, the bounded accuracy and the blandness of monsters means that I can go with my gut on any new thing and feel confident that it won't throw things out of whack. The difference between high and low-level monsters in the MM is mainly hit points, which is the easiest thing to fudge on the fly anyway - so if some new thing makes a fight seem too easy, add another 10 hp to everything and see what happens. It's not as though the Challenge number on monsters means much of anything, so throw bigger baddies at them until you find the right balance. You have to do that without any house rules at all, so adding just [I]whatever[/I] for the PCs is generally fine and dandy. If I want to write up 8 more backgrounds or let players write their own (and I do) then it's okay. If I want to get rid of the tool system and turn it into something good (and I do) then it's okay. If I want to use Expertise as a game mechanic that extends to non-rogues (and I do) then it's okay. If I want to define things that the rules doesn't touch, like climb speed, how animal handling works, or all the class options we expected and didn't get (and I do) then it's okay. And so I get to do the thing I really enjoy, which is prepare the rules that govern the games I'm running. 5e is the first D&D that makes me want to run the game more than play the game. [/QUOTE]
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[+] What are your favorite things about 5e?
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