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Why does 5E SUCK?
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<blockquote data-quote="Tony Vargas" data-source="post: 6643199" data-attributes="member: 996"><p>Which is virtually a non-issue in 5e. The DM will rule the way he'll rule and that's that. A decent DM that's at all aware of any issue with a given PC having 'nothing to do' out of combat is going to try to set up things to get him involved. That'll include ruling in favor of using a primarily combat resource out of combat, and engineering challenges and situations where being able to do things like climb another 15' in a specific six-second interval is useful, important and splotlight worthy.'</p><p></p><p> True, but what little a fighter can do out of combat is limited to purely physical, probably fairly brief things, like lifting/throwing/breaking things, or making a difficult jump or climb or whatever.</p><p></p><p> That's an issue, yes. If a party needs to get past a sheer drop, the whole party needs to do it. The highest STR, trained-in-athletics guy might go first and tie off a rope so everyone else can make the climb easily. Unless he's attacked or there's a more-dangerous-than-it-seems part of the climb that constitutes a trap, though, it's not a terribly dramatic task. Absolute case, he takes a little falling damage on a failed attempt or two.</p><p></p><p> CHA seems pretty superfluous in most exploration. But, yes, the kinds of things STR accomplishes are often the kind of things that can be accomplished with repeated attempts, more elaborate tool use, or whatever - so adding time pressure and consequences could help. Getting a door open, no big deal. Getting a door open so you can escape the rapidly-flooding chamber, a little more meaningful... </p><p></p><p> Probably true, though it's never certain with a resource-management question. You can't dismiss resource management because, really, it's the central mechanism of play, D&D has always been a resource-management game (as well as an RPG, wargame, treasure-hunting game, etc). So, the main argument for using a spell to avoid the fighter risking a high-damage fall is avoiding using the spells it'd take to heal him... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6643199, member: 996"] Which is virtually a non-issue in 5e. The DM will rule the way he'll rule and that's that. A decent DM that's at all aware of any issue with a given PC having 'nothing to do' out of combat is going to try to set up things to get him involved. That'll include ruling in favor of using a primarily combat resource out of combat, and engineering challenges and situations where being able to do things like climb another 15' in a specific six-second interval is useful, important and splotlight worthy.' True, but what little a fighter can do out of combat is limited to purely physical, probably fairly brief things, like lifting/throwing/breaking things, or making a difficult jump or climb or whatever. That's an issue, yes. If a party needs to get past a sheer drop, the whole party needs to do it. The highest STR, trained-in-athletics guy might go first and tie off a rope so everyone else can make the climb easily. Unless he's attacked or there's a more-dangerous-than-it-seems part of the climb that constitutes a trap, though, it's not a terribly dramatic task. Absolute case, he takes a little falling damage on a failed attempt or two. CHA seems pretty superfluous in most exploration. But, yes, the kinds of things STR accomplishes are often the kind of things that can be accomplished with repeated attempts, more elaborate tool use, or whatever - so adding time pressure and consequences could help. Getting a door open, no big deal. Getting a door open so you can escape the rapidly-flooding chamber, a little more meaningful... Probably true, though it's never certain with a resource-management question. You can't dismiss resource management because, really, it's the central mechanism of play, D&D has always been a resource-management game (as well as an RPG, wargame, treasure-hunting game, etc). So, the main argument for using a spell to avoid the fighter risking a high-damage fall is avoiding using the spells it'd take to heal him... ;) [/QUOTE]
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