Corpsetaker
First Post
I think some of you are basically theorycrafting and not actually looking at the rules of the game because a lot of what I am reading is just plain false.
I dunno about that. Action Surge is pretty huge, especially outside of combat. There may be times where it's the difference between life and death, for one character to take two actions in six seconds.If you're not managing a scarce, important, resource, you're barely playing the game at all. 5e goes pretty far in recognizing that, and gives every class and almost every sub-class some such resource management. Even the Champion & Battlemaster have some short-rest-recharge resources to manage. Thing is, they're strictly combat resources.
* ignores literally decades of D&D where players did in fact contribute long before there was a specific power/ability that told them they could
* or assumes that the other classes always have the right power/spell/ability available all the time in every situation (which never actually happens in actual game play).
* reliant on metagaming that discourages actual role-playing (which is the worst offender of this list, IMO. Telling someone they shouldn't attempt something because another player has a higher modifier for example).
When you resort to use the players 'RP' as a resolution mechanism, you lose all connection to the character, itself. It's not you playing a character negotiating with bandits or exploring a ruin, it's /you/ hypothetically negotiating with bandits or exploring a ruin, yourself. Which is just lame.
I dunno about that. Action Surge is pretty huge, especially outside of combat. There may be times where it's the difference between life and death, for one character to take two actions in six seconds.
No, 'becoming' someone other than yourself is a psychotic break. While Mazes & Monsters accuses RPGs of causing that, I don't suspect it's ever happened to someone who wasn't already ill.This seems like an important and controversial statement. Personally I think that sounds awesome, not lame. The whole point of an RPG is to become Cohen the Barbarian, haggling with Mordecai the root seller for shredded haggis. It's totally irrelevant to me whether Cohen gets a +1 or a -1 on his haggis haggling.
That is a legitimate way to play the game, yes. Not the only way, but a legitimate one. And, it's a good foundation for RPing your character, instead of yourself, because you need to take the character's capabilities into account.I strongly disagree. Otherwise you might as well just get rid of all IC interaction and just go to "My PC attempts X. Here's my roll."
When the whole Role vs Roll thing got rolling (npi), D&D was the whipping boy for "roll playing." 5e is harkening back to classic D&D, so it's hardly surprising it'd be accused of that. If anything, it's a fair indicator of success. Yes, having stats and proficiencies can let a player who doesn't want to polish his thespian skills at the table 'roll play' through an interaction challenge. No, that's not a bad thing - and your DM can always let you Act your way through the 'scene,' if he prefers.It takes all the flavor and soul out of "role-playing" and turns it into nothing more than "roll playing".
Action Surge is only meaningful when you're using initiative and rounds. Not typically the case out of combat. I can imagine the odd instance where you might want to run part of a very time-important scenario that way, though, and a DM could conceivably lean pretty hard on such scenarios if he wanted to make AS more useful. Unfortunately, seconds-count life-or-death scenarios are also when you'd want to burn the sure-thing resource instead of hope for a successful check.I dunno about that. Action Surge is pretty huge, especially outside of combat. There may be times where it's the difference between life and death, for one character to take two actions in six seconds.
Quite the opposite. The game is all about managing resources. If you have resources to manage and make decisions about them, you're just playing the game. The more important a challenge is, the more sense it makes to expend a scarce resource to meet it, and the greater the glory for doing so successfully. The less important a challenge, the more sense it makes to try to resolve it with an unlimited resource, to conserve the resources of the characters who actually matter to the success of the party.
That's a generalization, but it's not 'white room,' it's based on the expectation that challenges will vary widely, from critical to trivial, and across all sorts of situations. Being able to automatically overcome one challenge (a ranger tracking, for instance), is really nice, when it comes up. Being able to overcome a wide range of important challenges, if you've managed your resources well, is much better. Only being able to resolve trivial challenges (that anyone else could handle about as well) is a lot less significant.
Action Surge is only meaningful when you're using initiative and rounds. Not typically the case out of combat. I can imagine the odd instance where you might want to run part of a very time-important scenario that way, though, and a DM could conceivably lean pretty hard on such scenarios if he wanted to make AS more useful. Unfortunately, seconds-count life-or-death scenarios are also when you'd want to burn the sure-thing resource instead of hope for a successful check.
When you RP a character the same way whether he has an 18 CHA or an 8, you're not RPing the character anymore, you're just inserting yourself. That may help you feel immersed, but it blows the idea that you're playing a character, and that who the character is matters.