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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="overgeeked" data-source="post: 9093043" data-attributes="member: 86653"><p>Far, far greater cleverness. I think a lot of this has to do with player frustration and the desire to not backtrack. Players seem to see covering ground they already have as a waste of time. Checking out the work of Jennell Jaquays would be a huge first step in making dungeon maps better. Settling down and cooling it on the tons of monsters in every room would also help. You'd need some way to make these things explicit to the players so they wouldn't skip over them. Writing stuff on a 3x5 card and handing it to them as a reminder might work.</p><p></p><p>Yeah. This is definitely part of old-school play. Sadly gone now from the modern game.</p><p></p><p>Combat roles in 4E weren't perfect but they were so wonderfully helpful. I wish they went further and had non-combat roles for various activities. Roles for overland travel. Roles for dungeon delving. Nothing hefty mechanically, but explicit roles for PCs to fulfill. </p><p></p><p>I think a manageable aggro mechanic would be fantastic. Better than 4E's marked condition and much better than 5E's...nothing. </p><p></p><p>And considering how many new referees seem to have trouble knowing what to do in fights, having monster roles and even rudimentary "AI" for the referee to follow would be amazing for onboarding new referees.</p><p></p><p>It seems the tail of of this was cut off. </p><p></p><p>There's also immersive sims. The genre I think most associated with old school play. Everything was pointed to putting the players and their characters bodily into the world the PCs inhabited. Things like encumbrance, food and water, torches and light management, etc.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9093043, member: 86653"] Far, far greater cleverness. I think a lot of this has to do with player frustration and the desire to not backtrack. Players seem to see covering ground they already have as a waste of time. Checking out the work of Jennell Jaquays would be a huge first step in making dungeon maps better. Settling down and cooling it on the tons of monsters in every room would also help. You'd need some way to make these things explicit to the players so they wouldn't skip over them. Writing stuff on a 3x5 card and handing it to them as a reminder might work. Yeah. This is definitely part of old-school play. Sadly gone now from the modern game. Combat roles in 4E weren't perfect but they were so wonderfully helpful. I wish they went further and had non-combat roles for various activities. Roles for overland travel. Roles for dungeon delving. Nothing hefty mechanically, but explicit roles for PCs to fulfill. I think a manageable aggro mechanic would be fantastic. Better than 4E's marked condition and much better than 5E's...nothing. And considering how many new referees seem to have trouble knowing what to do in fights, having monster roles and even rudimentary "AI" for the referee to follow would be amazing for onboarding new referees. It seems the tail of of this was cut off. There's also immersive sims. The genre I think most associated with old school play. Everything was pointed to putting the players and their characters bodily into the world the PCs inhabited. Things like encumbrance, food and water, torches and light management, etc. [/QUOTE]
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[+] What can D&D 5E learn from video games?
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