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General Tabletop Discussion
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What Makes 5E "5E"?
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<blockquote data-quote="Reynard" data-source="post: 9564053" data-attributes="member: 467"><p>In another thread, I said that what makes a game "5E' was deeper than just rolling a d20 plus some mods and advantage and disadvantage. I mentioned that I thought people sometimes did this with Shadowdark.</p><p></p><p>When [USER=90374]@payn[/USER] asked to know more, I had to pause and really think about it.</p><p></p><p>Instead of writing a long dissertation on the subject, i thought I would open it up so we could actually all talk about it. What makes 5E specifically 5E (as opposed to simple Dungeons and Dragons, or just another fantasy RPG.)</p><p></p><p>For me, I think it has to do with the specific mix of medium complexity and relatively high competence of characters, along the the ingrained "natural language" and "rulings not rules" framework. There are a lot of assumptions about lore and setting and stuff that I don't think are really that strongly part of it (you could make a 5E game that feels like 5E with completely different races, classes, monsters and assumptions). I do think the inherent predictability, power and versatility of magic is also important. it is a carry over from earlier editions, of course, but it is fundamental to 5E I think.</p><p></p><p>What do you think. What elements of 5E make it 5E. Are there other games built on the 5E chassis that you feel "are" or "aren't" 5E?</p></blockquote><p></p>
[QUOTE="Reynard, post: 9564053, member: 467"] In another thread, I said that what makes a game "5E' was deeper than just rolling a d20 plus some mods and advantage and disadvantage. I mentioned that I thought people sometimes did this with Shadowdark. When [USER=90374]@payn[/USER] asked to know more, I had to pause and really think about it. Instead of writing a long dissertation on the subject, i thought I would open it up so we could actually all talk about it. What makes 5E specifically 5E (as opposed to simple Dungeons and Dragons, or just another fantasy RPG.) For me, I think it has to do with the specific mix of medium complexity and relatively high competence of characters, along the the ingrained "natural language" and "rulings not rules" framework. There are a lot of assumptions about lore and setting and stuff that I don't think are really that strongly part of it (you could make a 5E game that feels like 5E with completely different races, classes, monsters and assumptions). I do think the inherent predictability, power and versatility of magic is also important. it is a carry over from earlier editions, of course, but it is fundamental to 5E I think. What do you think. What elements of 5E make it 5E. Are there other games built on the 5E chassis that you feel "are" or "aren't" 5E? [/QUOTE]
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What Makes 5E "5E"?
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