Checked the DDEX adventures on the DM's Guild yet?*For my purposes it's fairly useless, as the lack of pre-built adventures other than the "epic storyline" hardbacks makes it harder to steal stuff to convert to Savage Worlds.![]()
But we've already got a 5E FR book.
Another 'me to' for DM Empowerment. 5e has put the RAW bogeyman back in the closet and left the light on.
What a charming way of putting it. 4e made the game remarkably easy to run, true, and 3.5 and 4e both arguably 'empowered' players with more choices. As far as DMs being "controlled" by the editions, no. A game can't keep a DM from changing it's rules - it can have rules that don't need changing, it can give players so many goodies that they resist change... There was a RAW-uber-alles zietgiest that got rolling in 3.5, for instance, but it was very much of the community's making.DM empowerment is a factor for those who experienced the effects of a Domination spell, the one cast on the DM across the last two editions.
As someone who started with 1e, I agree. But, if 5e has a legacy, it's the return of the DM to primacy.As a 2e gamer I don't feel that things are any different in 5e.
What a charming way of putting it. 4e made the game remarkably easy to run, true, and 3.5 and 4e both arguably 'empowered' players with more choices. As far as DMs being "controlled" by the editions, no. A game can't keep a DM from changing it's rules - it can have rules that don't need changing, it can give players so many goodies that they resist change... There was a RAW-uber-alles zietgiest that got rolling in 3.5, for instance, but it was very much of the community's making.
As someone who started with 1e, I agree. But, if 5e has a legacy, it's the return of the DM to primacy.
Is it page 42 of the 4e DMG?Agreed.
I played a couple campaigns in 4e, but I'll freely admit I was never a die hard 4e fan and kept playing earlier editions alongside it. But for all that 4e was highly (I'd say overly) structured in many regards, it also gets an unfairly bad rap as far as the RAW-uber-alles thing goes.
There was a page in one of the DMGs that was, as far as I'm concerned, the single best bit of rules 4e ever produced. It was a table of DC and damage guidelines for adjudicating ad-hoc actions at the table and keeping their effects good enough that they'd be worth doing over a "power" in the AEDU economy, but not too good.
It got some errata too, so I basically just took the errata sheet and kept it with me every time I ran a 4e game.
It's indicative of the games intense structure that such a table was very necessary, but still. That table also does a bit to disprove the idea that nothing outside the powers was permitted.
DM empowerment is a factor for those who experienced the effects of a Domination spell, the one cast on the DM across the last two editions.