Garthanos
Arcadian Knight
Or do you really think it's an accident that almost all of the 5e class have spells?
Its not even a mistake that even an advocate ends up making a level 1 spell effect into an epic achievement.
Or do you really think it's an accident that almost all of the 5e class have spells?
Except, in this, it is incomplete. This has been noted several times already, and each time it has been ignored: 5e allows us to have a basic idea of how to succeed.
But, 5e does not give us an idea of what the success means, in terms of impact either in terms of the game rules, or the fiction. A player cannot make a well-informed decision on actions to take without knowing both what is required to succeed, and what success actually means.
This is where Garthanos' complaints come in, and folks seem to ignore the point - as a player of a non-magical character, he doesn't have much idea of what feats of derring-do he can pull off. Nowhere in the rules are we given decent guidelines for it. Folks seem to try to claim that's a feature ('Cuz that means it if freeform!), but really, what it means is that the player is in the dark, and that's not a good thing.
So, we come down to this - 5e may seem freeform when compared to, say, 3e. But that's a low bar. Compared to a game actually designed for freeform play, 5e looks more like a pretty strict system, with some space for GMs to figure it out where there's a gap.
I'm not 100% sure what "freeform" means in this thread; and I've never played Fate.Regarding "freeform"
IME. It works, but I think it requires things like a countdown mechanic to work with or things like Fate's aspects that can be created as needed, and be used in a well-defined fashion. (By which I mean, avoiding the "simulative" aspects of typical D&D/rpgs. Lacking that kind of structure (as D&D usually has) just leaves everything hanging in the wind.
No. It's better to limit free-forming (as in totally off the cuff, ad hoc rulings) to what someone who is designing the game can build in guidelines for. As in Page 42 in 4e. IOW, relying on "snap judgement" and "common sense" results in garbage games more often than not since very, very few DM's actually can do the math to make "outside the box" thinking worth it.
Like I said, I've seen it over the past several decades. Players have all their creativity and "outside the box" thinking beaten out of them pretty quickly once they realize that that only way they can actually do anything "outside the box" is play a spell caster.
Or do you really think it's an accident that almost all of the 5e class have spells?
I'm not 100% sure what "freeform" means in this thread; and I've never played Fate.
The "lightest" system I've ever played is Cthulhu Dark. PC gen is choose a name and an occupation for your PC and then give a description. "Occupation" here doesn't mean character class but means job. We've had a stevedore, a couple of investigative reporters, a legal secretary, and a butler.
Resolution involves rolling a pool of d6s (1 to 3, depending on whether the attempted action is humanly possible, is one that your job helps with, and/or you are risking your sanity to succeed). The basic rule is "your highest die shows how well you do. On a 1, you barely succeed. On a 6, you do brilliantly." There is also a rule for introducing the possibility of failure in virtue of an opposed check.
There are no aspects and no clocks (there is an escalating sanity die, but it's not a clock in the resolution context, only in the scenario failure context), but I find it works pretty well. As a GM I apply some fairly simple principles from other systems: intent and task action declaration; no retries. The fiction unfolds pretty quickly and fairly unpredictably. The main function of success and failure is to change the fiction, not to introduce mechanical burdens or constraints on subsequent checks.
Compared to this system, I wouldn't see 5e as being very freeform. Nor 4e, but the latter does have some of the rationing devices you point to ("clocks", in the form of skill challenges; resources to spend in the context of resolution like encounter or daily powers and action points and healing surges) which mean that actions can be framed and then resolved purely procedurally without having to make calls about what the difficulty should be, whether the outcome is balanced with a spell or magic item, etc. I assume it's these sorts of features which @Garthanos has in mind in saying that 4e is better than 5e for freeform.
Do you mean in Cthulhu Dark?I'd be curious to know how the difficulty for tasks without active opposition set?
The point is, people are playing the game free-form: it's free-form in practice, theory aside.