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Why does 5E SUCK?
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<blockquote data-quote="Pickles III" data-source="post: 6644003" data-attributes="member: 6793942"><p>It's the boring bits between fights. </p><p></p><p></p><p>Seriously I asked months ago what the exploration pillar was as I am not sure there is much of it in games I play or run, probably as I don't think I enjoy it.</p><p></p><p>OTOH there is lot of stuff usually that is neither combat nor interaction eg planning a robbery, though calling it exploration is jarring.</p><p></p><p></p><p></p><p></p><p>I think the issue is that the stakes in combat are usually higher, or at least more immediate & obvious. </p><p></p><p>Combat happens incrementally as HP are eroded. Non-combat tends to happen in discrete chunks & the consequences tend not to be so severe on a given die roll or it feels like the DM being unfair</p><p>Ie making one roll to see whether you live or die tends to feel a bit arbitrary outside combat but in combat making that one important save can feel like a key decision & the agency is important.</p><p></p><p>Hmm I don't think I am describing this theory very well but I think it's because combat is more structured & out of combat & out of constructs like 4e skill challenges the game can feel more like a negotiation with the DM where you do not want to blow concrete resources like rerolls.</p><p></p><p>Meh I agree Lucky is just good & I am going to take a non combat feat on my next fighter er character (all my PCs are humans these days so it will be L1)</p></blockquote><p></p>
[QUOTE="Pickles III, post: 6644003, member: 6793942"] It's the boring bits between fights. Seriously I asked months ago what the exploration pillar was as I am not sure there is much of it in games I play or run, probably as I don't think I enjoy it. OTOH there is lot of stuff usually that is neither combat nor interaction eg planning a robbery, though calling it exploration is jarring. I think the issue is that the stakes in combat are usually higher, or at least more immediate & obvious. Combat happens incrementally as HP are eroded. Non-combat tends to happen in discrete chunks & the consequences tend not to be so severe on a given die roll or it feels like the DM being unfair Ie making one roll to see whether you live or die tends to feel a bit arbitrary outside combat but in combat making that one important save can feel like a key decision & the agency is important. Hmm I don't think I am describing this theory very well but I think it's because combat is more structured & out of combat & out of constructs like 4e skill challenges the game can feel more like a negotiation with the DM where you do not want to blow concrete resources like rerolls. Meh I agree Lucky is just good & I am going to take a non combat feat on my next fighter er character (all my PCs are humans these days so it will be L1) [/QUOTE]
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