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Why does 5E SUCK?
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<blockquote data-quote="Tony Vargas" data-source="post: 6641546" data-attributes="member: 996"><p>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. </p><p></p><p>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.</p><p></p><p> Oh, Bend Bars, Lift Gates, Open Doors, carry stuff, break stuff, manhandle prisoners...</p><p></p><p>... and then whatever else you could sell the DM on. There were no rules for skills to speak of in 1e (beyond Thieves' 'Special' Abilities), and after that initial reaction adjustment, your character, itself, had no bearing on what we've lately started calling 'interaction.' So if you had your DM's ear, your fighter could do a lot of talking for the party, being as shrewd a negotiator or diplomat as your DM perceived you to be, personally. Similarly, if you could describe his actions in enough convincing detail that your DM bought the idea that your medieval fighting man could build a fire, solve a puzzle, make gun powder, or whatever, bingo, you could.</p><p></p><p>Of course, if you weren't inclined (or able) to snow your DM consistently, you just sat around well someone else did so, waiting for the next fight to start. </p><p></p><p>As the game added more explicit skills (starting with the 'Survival Guides' in 1e) and better character-based resolution systems - and gave the fighter access to precious few of them - that all shifted, of course...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6641546, member: 996"] 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. Oh, Bend Bars, Lift Gates, Open Doors, carry stuff, break stuff, manhandle prisoners... ... and then whatever else you could sell the DM on. There were no rules for skills to speak of in 1e (beyond Thieves' 'Special' Abilities), and after that initial reaction adjustment, your character, itself, had no bearing on what we've lately started calling 'interaction.' So if you had your DM's ear, your fighter could do a lot of talking for the party, being as shrewd a negotiator or diplomat as your DM perceived you to be, personally. Similarly, if you could describe his actions in enough convincing detail that your DM bought the idea that your medieval fighting man could build a fire, solve a puzzle, make gun powder, or whatever, bingo, you could. Of course, if you weren't inclined (or able) to snow your DM consistently, you just sat around well someone else did so, waiting for the next fight to start. As the game added more explicit skills (starting with the 'Survival Guides' in 1e) and better character-based resolution systems - and gave the fighter access to precious few of them - that all shifted, of course... [/QUOTE]
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