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Why does 5E SUCK?
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<blockquote data-quote="Celtavian" data-source="post: 6651223" data-attributes="member: 5834"><p>The numbers are loose framework for combat resolution. Resolution for anything other than combat is optional. </p><p></p><p>To put it simply. this is the edition where the DM is empowered to create the type of fiction he wishes. There is no set world DCs. The world is purely in the DM's imagination. The designers have been quite clear that empowering the DM was a major part of this edition. Rule lawyering is gone. The idea of a player looking in a book to see the DC is gone. The DC is set by the DM using loose guidelines to drive the fiction. </p><p></p><p>If you are in a group that wants epic play with skills, the DM will have to construct a rule subset to support that style of play. If you want skills to do something other than what the DM decides is possible, someone will have to write it up and get it approved by the group. This edition favors DM fiat as the means for encounter resolution. The DM is encouraged to hand-wave everything that doesn't matter. He is encouraged to set DCs either by planning when a check will be required during encounter creation or creating a list of DCs for common checks he will require. They are not set. It isn't intended that ability checks be used very often. It's a very fluid system that utilizes DM fiat. If that isn't something a group likes, then 5E probably won't make them particularly happy.</p><p></p><p>I'm ok with it. I'm used to the game being this way from its beginnings. The rule lawyering and everything needing to be spelled out didn't start until 3E. We used to make up stuff all the time for accomplishing tasks other than attacking. I don't have a problem resolving encounters in that fashion again. Once more people embrace that this is how 5E works, they can construct rule subsets that support their play-style.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6651223, member: 5834"] The numbers are loose framework for combat resolution. Resolution for anything other than combat is optional. To put it simply. this is the edition where the DM is empowered to create the type of fiction he wishes. There is no set world DCs. The world is purely in the DM's imagination. The designers have been quite clear that empowering the DM was a major part of this edition. Rule lawyering is gone. The idea of a player looking in a book to see the DC is gone. The DC is set by the DM using loose guidelines to drive the fiction. If you are in a group that wants epic play with skills, the DM will have to construct a rule subset to support that style of play. If you want skills to do something other than what the DM decides is possible, someone will have to write it up and get it approved by the group. This edition favors DM fiat as the means for encounter resolution. The DM is encouraged to hand-wave everything that doesn't matter. He is encouraged to set DCs either by planning when a check will be required during encounter creation or creating a list of DCs for common checks he will require. They are not set. It isn't intended that ability checks be used very often. It's a very fluid system that utilizes DM fiat. If that isn't something a group likes, then 5E probably won't make them particularly happy. I'm ok with it. I'm used to the game being this way from its beginnings. The rule lawyering and everything needing to be spelled out didn't start until 3E. We used to make up stuff all the time for accomplishing tasks other than attacking. I don't have a problem resolving encounters in that fashion again. Once more people embrace that this is how 5E works, they can construct rule subsets that support their play-style. [/QUOTE]
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