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Why does 5E SUCK?
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<blockquote data-quote="Imaro" data-source="post: 6650610" data-attributes="member: 48965"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=5834" target="_blank">Celtavian</a></u></strong></em> pretty much covered this in his post... and answers @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=996" target="_blank">Tony Vargas</a></u></strong></em> question about why DC's affect worldbuilding... but I do want to touch on a few points...</p><p></p><p> </p><p></p><p>First there are more than 6 DC set points... since the game makes it pretty clear that it's a range of numbers not a single number that represents difficulty and those listed are the typical DC's. That said...</p><p></p><p>No 4e doesn't...If you follow the procedures of 4e (because if you're not then all that guidance and examples and p42 are all worthless) it has already (numerically) decided for you what Easy/Medium/Hard is based on character level... this in turn sets a mathematical probability for 4e PC's to succeed that is basically the same at every level... roughly 65% (I believe but I could be wrong). Now that suuccess rate might be great for an heroic game of gonzo action... but that ain't everyone's D&D. </p><p></p><p>Just as one example to help clarify what I mean and why it affects worldbuilding...let's say someone wants to play a more gritty game where success is reserved for only those who have actually trained in a skill... but 4e's DC's by level and automated prof bonuses work in tangent to create a game and world that are at odds with this. In 5e I could make tasks only have easy (you have proficiency in the skill) or very hard DC's (You don't have proficiency in the skill)... so if you can somehow bring magic or help or other forms of aid to bear, you have a slim chance of succeeding without training... but you will not succeed without some form of aid if you don't have proficiency in a skill.</p><p></p><p> </p><p></p><p>So disregard the play procedures, advice, information and page 42... and 4e can do exactly what we're saying 5e can do... do you see now why some feel that stuff isn't worth much or can actively hinder the type of game they want to run?</p><p></p><p>EDIT: As I said earlier if your D&D style aligne with 4e's default playstyle you're well catered to by it's advice, play procedures, etc. However if your style doesn't align with it it doesn't offer any support and can actively hinder the type of game you want to play</p><p></p><p></p><p></p><p>You mean you can't scale much by level... right? That's not the only way to scale and 5e doesn't prescribe a particular way to scale like 4e does... you're assuming all of us want to scale by level... but that's not true.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6650610, member: 48965"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=5834"]Celtavian[/URL][/U][/B][/I] pretty much covered this in his post... and answers @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=996"]Tony Vargas[/URL][/U][/B][/I] question about why DC's affect worldbuilding... but I do want to touch on a few points... First there are more than 6 DC set points... since the game makes it pretty clear that it's a range of numbers not a single number that represents difficulty and those listed are the typical DC's. That said... No 4e doesn't...If you follow the procedures of 4e (because if you're not then all that guidance and examples and p42 are all worthless) it has already (numerically) decided for you what Easy/Medium/Hard is based on character level... this in turn sets a mathematical probability for 4e PC's to succeed that is basically the same at every level... roughly 65% (I believe but I could be wrong). Now that suuccess rate might be great for an heroic game of gonzo action... but that ain't everyone's D&D. Just as one example to help clarify what I mean and why it affects worldbuilding...let's say someone wants to play a more gritty game where success is reserved for only those who have actually trained in a skill... but 4e's DC's by level and automated prof bonuses work in tangent to create a game and world that are at odds with this. In 5e I could make tasks only have easy (you have proficiency in the skill) or very hard DC's (You don't have proficiency in the skill)... so if you can somehow bring magic or help or other forms of aid to bear, you have a slim chance of succeeding without training... but you will not succeed without some form of aid if you don't have proficiency in a skill. So disregard the play procedures, advice, information and page 42... and 4e can do exactly what we're saying 5e can do... do you see now why some feel that stuff isn't worth much or can actively hinder the type of game they want to run? EDIT: As I said earlier if your D&D style aligne with 4e's default playstyle you're well catered to by it's advice, play procedures, etc. However if your style doesn't align with it it doesn't offer any support and can actively hinder the type of game you want to play You mean you can't scale much by level... right? That's not the only way to scale and 5e doesn't prescribe a particular way to scale like 4e does... you're assuming all of us want to scale by level... but that's not true. [/QUOTE]
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