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Why does 5E SUCK?
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<blockquote data-quote="Celtavian" data-source="post: 6652992" data-attributes="member: 5834"><p>This is false. 5E facilitates through the following process:</p><p></p><p>1. Player makes choice like pulling out crowbar or vial of acid.</p><p></p><p>2. DM decides if this works and how it works.</p><p></p><p>3. DM options for resolution:</p><p>A. Decides there is no reason it wouldn't work. There is no reason to roll. There is no serious time constraint or danger. He allows the door to be opened with a reasonable player choice without requiring a roll.</p><p>B. DM has made the door can only be opened by certain means. Any means other than the stated means or something similar allows it to open. Players must figure it out through trial and error.</p><p>C. DM has decided door is impossible to open.</p><p>D. DM decides door can be opened by crowbar or particular strength check or picks. He sets DC for each.</p><p>Door is heavily bound and barred. He gives it a strength DC and possibly provides advantage for using a crowbar. He puts a strength threshold such as an 18 strength to open door or the person has disadvantage, requiring two or three strength rolls to open the door.</p><p></p><p>And he decides it has a complex lock that requires a few Thieves' tools rolls to breach. </p><p></p><p>The system easily facilitates anything. It encourages you to hand-wave things that are unimportant. No more taking 20 or 10 or requiring any check. If the players have time and can get through the door, they do. If the players are under some kind of time constraint, the DM can fashion that dramatic tension in whatever fashion they deem interesting. Most DMs will fashion such tasks to make it fun for the player only throwing such obstacles at players prepared for such tasks or that might find them interesting. In 5E if the players come up with a good idea for breaching the door or whatever activity and he can find no reason not to allow it to work, the DM allows it to work. No time wasted rolling. No series of bad rolls requiring roll after roll after roll while the DM figures out while the players have failed as often as they have. It all focuses on the narrative purpose of the activity and the result of failure, which the DM should have determined before play for the key points when he will require skill rolls or non-combat rolls. He doesn't require rolls all the time any longer. Every door does not require a break DC. If the Big Bad Fighter or Barbarian is raging through a dungeon with doors he can break down, the 5E DM doesn't waste his time requiring rolls that might allow a wizard to break the door down with a lucky roll. The 5E DM uses his time to describe how the raging barbarian is bashing down doors like they are made of paper. If he does have a door in mind that only the big strong character can break down, he constructs the DC system to allow only this to occur with a high percentage rather than some lucky single roll like 3E did.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6652992, member: 5834"] This is false. 5E facilitates through the following process: 1. Player makes choice like pulling out crowbar or vial of acid. 2. DM decides if this works and how it works. 3. DM options for resolution: A. Decides there is no reason it wouldn't work. There is no reason to roll. There is no serious time constraint or danger. He allows the door to be opened with a reasonable player choice without requiring a roll. B. DM has made the door can only be opened by certain means. Any means other than the stated means or something similar allows it to open. Players must figure it out through trial and error. C. DM has decided door is impossible to open. D. DM decides door can be opened by crowbar or particular strength check or picks. He sets DC for each. Door is heavily bound and barred. He gives it a strength DC and possibly provides advantage for using a crowbar. He puts a strength threshold such as an 18 strength to open door or the person has disadvantage, requiring two or three strength rolls to open the door. And he decides it has a complex lock that requires a few Thieves' tools rolls to breach. The system easily facilitates anything. It encourages you to hand-wave things that are unimportant. No more taking 20 or 10 or requiring any check. If the players have time and can get through the door, they do. If the players are under some kind of time constraint, the DM can fashion that dramatic tension in whatever fashion they deem interesting. Most DMs will fashion such tasks to make it fun for the player only throwing such obstacles at players prepared for such tasks or that might find them interesting. In 5E if the players come up with a good idea for breaching the door or whatever activity and he can find no reason not to allow it to work, the DM allows it to work. No time wasted rolling. No series of bad rolls requiring roll after roll after roll while the DM figures out while the players have failed as often as they have. It all focuses on the narrative purpose of the activity and the result of failure, which the DM should have determined before play for the key points when he will require skill rolls or non-combat rolls. He doesn't require rolls all the time any longer. Every door does not require a break DC. If the Big Bad Fighter or Barbarian is raging through a dungeon with doors he can break down, the 5E DM doesn't waste his time requiring rolls that might allow a wizard to break the door down with a lucky roll. The 5E DM uses his time to describe how the raging barbarian is bashing down doors like they are made of paper. If he does have a door in mind that only the big strong character can break down, he constructs the DC system to allow only this to occur with a high percentage rather than some lucky single roll like 3E did. [/QUOTE]
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