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What will it take to be a good DM in 5E?
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<blockquote data-quote="delericho" data-source="post: 5989868" data-attributes="member: 22424"><p>The same things as for any other RPG ever - an ability to make and enforce rulings fairly, quickly and consistently; the ability to manage the half-dozen disparate personalities at the table; a decent knowledge of storytelling; and a strong imagination.</p><p></p><p></p><p></p><p>Oh dear...</p><p></p><p></p><p></p><p>Hardly. For setting improvised DCs the DM will need three numbers in mind: an Easy, Medium, and Hard DC.</p><p></p><p>For determining advantage/disadvantage, he needs to consider the question: "is this significant". If it's a significant advantage, he grants <em>advantage</em>. If it's a significant disadvantage, he imposes <em>disadvantage</em>. And anything that's not significant just gets ignored.</p><p></p><p>That's actually much less to juggle than any edition previously - there's no micro-tracking of minor modifiers, there's no stacking rules to worry about, and the "bounded accuracy" system means that the DM doesn't even need different DCs per level (as in 4e and SWSE) - he just needs one Easy number, one Medium number, and one Hard number.</p><p></p><p>As for the rest of your complaints:</p><p></p><p></p><p></p><p>Alternately, the DM could stop fighting against his players, and work with them to create the adventure together. They may actually find that they have more fun that way.</p><p></p><p>I've long since concluded that there's a reason I've never had an issue with five-minute adventuring days; with constantly having my rulings questioned, argued and mocked; or with the old scry-buff-teleport trick.</p><p></p><p></p><p></p><p>Mature players.</p><p></p><p>Not having pre-judged the system a year before release might help, too.</p></blockquote><p></p>
[QUOTE="delericho, post: 5989868, member: 22424"] The same things as for any other RPG ever - an ability to make and enforce rulings fairly, quickly and consistently; the ability to manage the half-dozen disparate personalities at the table; a decent knowledge of storytelling; and a strong imagination. Oh dear... Hardly. For setting improvised DCs the DM will need three numbers in mind: an Easy, Medium, and Hard DC. For determining advantage/disadvantage, he needs to consider the question: "is this significant". If it's a significant advantage, he grants [i]advantage[/i]. If it's a significant disadvantage, he imposes [i]disadvantage[/i]. And anything that's not significant just gets ignored. That's actually much less to juggle than any edition previously - there's no micro-tracking of minor modifiers, there's no stacking rules to worry about, and the "bounded accuracy" system means that the DM doesn't even need different DCs per level (as in 4e and SWSE) - he just needs one Easy number, one Medium number, and one Hard number. As for the rest of your complaints: Alternately, the DM could stop fighting against his players, and work with them to create the adventure together. They may actually find that they have more fun that way. I've long since concluded that there's a reason I've never had an issue with five-minute adventuring days; with constantly having my rulings questioned, argued and mocked; or with the old scry-buff-teleport trick. Mature players. Not having pre-judged the system a year before release might help, too. [/QUOTE]
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