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Why does 5E SUCK?
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<blockquote data-quote="Celtavian" data-source="post: 6651995" data-attributes="member: 5834"><p>This has nothing to do with the discussion. Completely separate discussion.</p><p></p><p></p><p></p><p>GM force is always used. Even in 4E, the GM or module designer chooses what the mechanic will be used for. I never have and never will understand the belief that anything else occurs. Even the few times I DMed 4E, I created the skill challenges. I decided when they occurred, what skills or abilities would be involved, and the entire fiction behind the resolution process. This aspect of the game is no different in 5E...or 3E...or 2E...or 1E. When there is a game with a DM, he always has GM force or authority. Always. The mechanics are the illusion that he uses like a stage magician doing a magic trick. </p><p></p><p></p><p></p><p>You can make it true quite easily. Then again if a wizard chooses to have an 18 strength and athletics, he should be able to accomplish similar tasks. If he has a 10 strength, I've already explained how to use this skill system to make it so the wizard can't accomplish the same task by using ability thresholds to determine if it is even possible. Your criticism doesn't hold up. You can easily put the same tasks out of the reach of a low strength character.</p><p></p><p></p><p></p><p>The complexities were not that complex. We're not talking advanced physics. It's basic percentages. Most people can do this in their head. I used to calculate percentages in 3E all the time. I calculated DPR for particular ACs during encounter design in my head all the time for 3E to make sure a challenge was where I wanted it. The simple math of RPGs isn't hard. If it takes you more than a minute or so to calculate percentages, I will be very surprised. It's all very easy.</p><p></p><p></p><p></p><p>You can spend hit dice? You could easily transfer a mechanic that allows you to spend short rest hit dice in place of healing surges or you could use levels of exhaustion or reduced maximum hit points to show the fatigue or failure effect in 5E. It is an easy analogue. Get creative. In the DMG they have an optional rule for healing surges.</p><p></p><p></p><p></p><p>Couldn't you allow someone to spend a spell slot or an action surge to accomplish the same thing? Or some lay on hands? Or something else that requires a long rest? Get creative.</p><p></p><p></p><p></p><p>Or a 1d4 like guidance? Or 1d8 like superiority dice? Nothing requires you use only advantage/disadvantage. The spirit of the system is "DM do as you wish to make what you wish happen. We have no say in your game." The only rule the players require is making it fun, interesting, and challenging.</p><p></p><p></p><p></p><p></p><p>This system is adaptable to what a person wants to do. It is very customizable. Pretending this system is hardcoded is false.</p><p></p><p>I've played every edition of D&D. This is the more barebones, customizable edition of D&D I've ever played. You can literally tack on rulesets from other editions and get them to work pretty easily. It's very modular. You could add on more feats and not break the game. You could use healing surges and not break the game. People have gotten rid of concentration and not broken the game. </p><p></p><p>I feel at the moment the critics are saying "I prefer this other system that already does what I want." And that's fine. But pretending this incredibly adaptive edition of D&D can't incorporate other play-styles is false. You have to do the work yourself. If you don't want to do it, then that is fine. Saying it can't be done in this edition is false. You could even raise the stats to 40 or higher and create an epic game easier than any previous edition. The numbers in this edition are so simple that you can do almost any play-style adaptation with it. </p><p></p><p>That is why I don't get the complaints. If you want to play 5E, play it. Port in what you like from 4E and adapt 5E. If you prefer 4E, play that. Don't claim 5E can't incorporate any play-style including 4E style skill challenges or static world DCs. Just thinking it should be done for you by the game designers is not a flaw of 5E.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6651995, member: 5834"] This has nothing to do with the discussion. Completely separate discussion. GM force is always used. Even in 4E, the GM or module designer chooses what the mechanic will be used for. I never have and never will understand the belief that anything else occurs. Even the few times I DMed 4E, I created the skill challenges. I decided when they occurred, what skills or abilities would be involved, and the entire fiction behind the resolution process. This aspect of the game is no different in 5E...or 3E...or 2E...or 1E. When there is a game with a DM, he always has GM force or authority. Always. The mechanics are the illusion that he uses like a stage magician doing a magic trick. You can make it true quite easily. Then again if a wizard chooses to have an 18 strength and athletics, he should be able to accomplish similar tasks. If he has a 10 strength, I've already explained how to use this skill system to make it so the wizard can't accomplish the same task by using ability thresholds to determine if it is even possible. Your criticism doesn't hold up. You can easily put the same tasks out of the reach of a low strength character. The complexities were not that complex. We're not talking advanced physics. It's basic percentages. Most people can do this in their head. I used to calculate percentages in 3E all the time. I calculated DPR for particular ACs during encounter design in my head all the time for 3E to make sure a challenge was where I wanted it. The simple math of RPGs isn't hard. If it takes you more than a minute or so to calculate percentages, I will be very surprised. It's all very easy. You can spend hit dice? You could easily transfer a mechanic that allows you to spend short rest hit dice in place of healing surges or you could use levels of exhaustion or reduced maximum hit points to show the fatigue or failure effect in 5E. It is an easy analogue. Get creative. In the DMG they have an optional rule for healing surges. Couldn't you allow someone to spend a spell slot or an action surge to accomplish the same thing? Or some lay on hands? Or something else that requires a long rest? Get creative. Or a 1d4 like guidance? Or 1d8 like superiority dice? Nothing requires you use only advantage/disadvantage. The spirit of the system is "DM do as you wish to make what you wish happen. We have no say in your game." The only rule the players require is making it fun, interesting, and challenging. This system is adaptable to what a person wants to do. It is very customizable. Pretending this system is hardcoded is false. I've played every edition of D&D. This is the more barebones, customizable edition of D&D I've ever played. You can literally tack on rulesets from other editions and get them to work pretty easily. It's very modular. You could add on more feats and not break the game. You could use healing surges and not break the game. People have gotten rid of concentration and not broken the game. I feel at the moment the critics are saying "I prefer this other system that already does what I want." And that's fine. But pretending this incredibly adaptive edition of D&D can't incorporate other play-styles is false. You have to do the work yourself. If you don't want to do it, then that is fine. Saying it can't be done in this edition is false. You could even raise the stats to 40 or higher and create an epic game easier than any previous edition. The numbers in this edition are so simple that you can do almost any play-style adaptation with it. That is why I don't get the complaints. If you want to play 5E, play it. Port in what you like from 4E and adapt 5E. If you prefer 4E, play that. Don't claim 5E can't incorporate any play-style including 4E style skill challenges or static world DCs. Just thinking it should be done for you by the game designers is not a flaw of 5E. [/QUOTE]
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