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What needs to be fixed in 5E?
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<blockquote data-quote="KarinsDad" data-source="post: 5712799" data-attributes="member: 2011"><p>Yes, we do disagree.</p><p></p><p></p><p>The skills do work with one unified mechanic. Roll a D20 add a bonus, compare to a DC.</p><p></p><p></p><p>The concept of Mother May I has the inverse concept of Player Entitlement. I can do this because the rules and my character sheet say so. I prefer the DM controlling his campaign and not having the players run rough shod over it. The fewer extra superfluous rules and extra little bits there are, the less of these types of conflicts result. Mature players allow the DM to run his campaign his way without nitpicking over a lot of little extra background bits.</p><p></p><p>Something as simple as the craft skill can be handled via a simple set of "background skill" rules without having pages of information like 3E did about all of the different modifiers and rules to Crafting. Just come up with a DC, let the player roll the dice and add in the appropriate ability score, and if he makes it, fine. Determine how long it took. If he misses the roll by 4 or less, determine how much of the crafting is good and how much has to be redone. If he misses the roll by 5 or more, determine that he screwed the project up. Ditto for a variety of other background skills. If the player wants his PC to be a botanist, fine. Let him make a D20 roll for growing his plants and don't put the other players to sleep looking up the Botany rules in the DMG.</p><p></p><p>Allow the DM to DM.</p><p></p><p></p><p>Simulationism is limited regardless of which game system is used. There gets to be a point where enough is enough. 4E allows for all of this. It's called house rules.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5712799, member: 2011"] Yes, we do disagree. The skills do work with one unified mechanic. Roll a D20 add a bonus, compare to a DC. The concept of Mother May I has the inverse concept of Player Entitlement. I can do this because the rules and my character sheet say so. I prefer the DM controlling his campaign and not having the players run rough shod over it. The fewer extra superfluous rules and extra little bits there are, the less of these types of conflicts result. Mature players allow the DM to run his campaign his way without nitpicking over a lot of little extra background bits. Something as simple as the craft skill can be handled via a simple set of "background skill" rules without having pages of information like 3E did about all of the different modifiers and rules to Crafting. Just come up with a DC, let the player roll the dice and add in the appropriate ability score, and if he makes it, fine. Determine how long it took. If he misses the roll by 4 or less, determine how much of the crafting is good and how much has to be redone. If he misses the roll by 5 or more, determine that he screwed the project up. Ditto for a variety of other background skills. If the player wants his PC to be a botanist, fine. Let him make a D20 roll for growing his plants and don't put the other players to sleep looking up the Botany rules in the DMG. Allow the DM to DM. Simulationism is limited regardless of which game system is used. There gets to be a point where enough is enough. 4E allows for all of this. It's called house rules. [/QUOTE]
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What needs to be fixed in 5E?
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