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What does 5E do well?
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<blockquote data-quote="DammitVictor" data-source="post: 8310798" data-attributes="member: 6750908"><p>I've always marveled at this, if it makes you feel better. Four players is my <em>bare minimum</em>, and I am much more comfortable with six or seven-- and it's not because I feel like I can <em>manage more players</em> better than you do, but having <em>six or seven</em> players is orders of magnitude easier for me than keeping a game up in the air with <em>three or four</em>. More than eight would probably require organizational helpers-- and I still have nightmares about the Night of the Living Elves-- like old-school Lake Geneva style, but fewer than five players and I <em>really</em> have to depend on a lot of player skill and creativity to keep the game running.</p><p></p><p>I've got a good core gaming group now that can bring the heat... but there are only four of them and I can feel the added strain it puts on my mental energies.</p><p></p><p>For as overwhelmingly negative as I've been about 5e, I reckon it's about time I participate in a thread like this. I don't really feel the need to be <em>fair to 5e</em>, but taking the time and effort to find some things to praise in it... at least helps me maintain a sense of perspective, and helps me recognize things I can learn from the design.</p><ul> <li data-xf-list-type="ul"><strong>Feats: </strong>Feats in Fifth Edition <em>feel </em>weighty and they're damned satisfying to take. There are no feat chains and each and every feat choice is a whole new option for your playstyle.</li> <li data-xf-list-type="ul"><strong>Bounded Accuracy: </strong>For as much as I complain about this as the source of most of the things I don't like about Fifth... the fundamental concept that everyone who rolls a d20 has a reasonable chance of passing or failing is brilliant.</li> <li data-xf-list-type="ul"><strong>Hit Dice: </strong>Smaller than healing surges and randomized, which I think would be improvements to the original mechanic.</li> </ul></blockquote><p></p>
[QUOTE="DammitVictor, post: 8310798, member: 6750908"] I've always marveled at this, if it makes you feel better. Four players is my [I]bare minimum[/I], and I am much more comfortable with six or seven-- and it's not because I feel like I can [I]manage more players[/I] better than you do, but having [I]six or seven[/I] players is orders of magnitude easier for me than keeping a game up in the air with [I]three or four[/I]. More than eight would probably require organizational helpers-- and I still have nightmares about the Night of the Living Elves-- like old-school Lake Geneva style, but fewer than five players and I [I]really[/I] have to depend on a lot of player skill and creativity to keep the game running. I've got a good core gaming group now that can bring the heat... but there are only four of them and I can feel the added strain it puts on my mental energies. For as overwhelmingly negative as I've been about 5e, I reckon it's about time I participate in a thread like this. I don't really feel the need to be [I]fair to 5e[/I], but taking the time and effort to find some things to praise in it... at least helps me maintain a sense of perspective, and helps me recognize things I can learn from the design. [LIST] [*][B]Feats: [/B]Feats in Fifth Edition [I]feel [/I]weighty and they're damned satisfying to take. There are no feat chains and each and every feat choice is a whole new option for your playstyle. [*][B]Bounded Accuracy: [/B]For as much as I complain about this as the source of most of the things I don't like about Fifth... the fundamental concept that everyone who rolls a d20 has a reasonable chance of passing or failing is brilliant. [*][B]Hit Dice: [/B]Smaller than healing surges and randomized, which I think would be improvements to the original mechanic. [/LIST] [/QUOTE]
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