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Why does 5E SUCK?
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<blockquote data-quote="Erechel" data-source="post: 6653170" data-attributes="member: 6784868"><p>Here it is your equivalent.</p><p></p><p></p><p> </p><p>You see? It's easy to extrapolate the above to the whole game. </p><p></p><p></p><p></p><p>Pemerton, you are a pretty reasonable guy. As I said earlier, there is a bunch of predefined guidelines, obstacles and such. They are not defined by level (with the possible exception of traps, which are classified by the deadliness and tier of play) but they have a predefined difficulty for you to take as an example (traps, dungeon and wilderness dangers). And again, if you don't want to place your own obstacles, you always can go through an official (or unofficial) module. As I said earlier, there are <em>guidelines</em>, not specific, hardcoded rules. And the GM agency -not fiat- is there to decide when and how. If the players (in the same way of the skill challenges can do) decide to creatively use another solution to the problem, I don't see any problem to do it. One character maybe wants to smash down the door on brute strenght, while other may want to open it with thieve's tools to be more stealthy. Maybe the same character, on different occasions. </p><p></p><p>I would say that the traps DCs are a useful guideline to setting DCs without taking out DM agency. A guideline, not a law in stone.</p><p></p><p></p><p></p><p>By "fixed to the world" I'm meaning in the opposite direction of "fixed by levels", not in opposition of DM Agency. In the words of DMG:</p><p></p><p></p><p></p><p>This is true about how to handle difficulties as well. They are assumptions about how people handles things. In my own homebrew world, there is no direct influence of "gods", although many people believe in them. But there are spirits everywhere (if you search among custom backgrounds, you will see the Animist Shaman that acknowledges this), both good and bad, and a succesfull DC 20 Religion check, after a long ritual, allows the players to "see" them. Also, you can exorcise a weak demon/spirit possession with a DC 25 Religion check. Strong demons are near impossible to exorcise (DC 30), and a Demon Lord is uncannily difficult to banish, but there is a chance (DC 35). But, if you make logical assumptions, careful thinking, and waste some resources (maybe some spells, maybe money, or magical items -very scarce and valuable in my world) you can decrease the difficulty of this. The monk and the paladin of the group have also a little decrease in the difficulty, due to their backgrounds and skill selection.</p><p></p><p>This information is shared among my players. They <em>expect </em> to do that, and they expect certain constants and improvise viable ways to decrease difficulty (in one session, they sang and danced <em>Cuban Pete</em> trying to keep a powerful demon at bay from posses a powerful warrior). I brought this here because I try to make a point: This difficulties are fixed to the world, but the world is in the table's hands.</p></blockquote><p></p>
[QUOTE="Erechel, post: 6653170, member: 6784868"] Here it is your equivalent. You see? It's easy to extrapolate the above to the whole game. Pemerton, you are a pretty reasonable guy. As I said earlier, there is a bunch of predefined guidelines, obstacles and such. They are not defined by level (with the possible exception of traps, which are classified by the deadliness and tier of play) but they have a predefined difficulty for you to take as an example (traps, dungeon and wilderness dangers). And again, if you don't want to place your own obstacles, you always can go through an official (or unofficial) module. As I said earlier, there are [I]guidelines[/I], not specific, hardcoded rules. And the GM agency -not fiat- is there to decide when and how. If the players (in the same way of the skill challenges can do) decide to creatively use another solution to the problem, I don't see any problem to do it. One character maybe wants to smash down the door on brute strenght, while other may want to open it with thieve's tools to be more stealthy. Maybe the same character, on different occasions. I would say that the traps DCs are a useful guideline to setting DCs without taking out DM agency. A guideline, not a law in stone. By "fixed to the world" I'm meaning in the opposite direction of "fixed by levels", not in opposition of DM Agency. In the words of DMG: This is true about how to handle difficulties as well. They are assumptions about how people handles things. In my own homebrew world, there is no direct influence of "gods", although many people believe in them. But there are spirits everywhere (if you search among custom backgrounds, you will see the Animist Shaman that acknowledges this), both good and bad, and a succesfull DC 20 Religion check, after a long ritual, allows the players to "see" them. Also, you can exorcise a weak demon/spirit possession with a DC 25 Religion check. Strong demons are near impossible to exorcise (DC 30), and a Demon Lord is uncannily difficult to banish, but there is a chance (DC 35). But, if you make logical assumptions, careful thinking, and waste some resources (maybe some spells, maybe money, or magical items -very scarce and valuable in my world) you can decrease the difficulty of this. The monk and the paladin of the group have also a little decrease in the difficulty, due to their backgrounds and skill selection. This information is shared among my players. They [I]expect [/I] to do that, and they expect certain constants and improvise viable ways to decrease difficulty (in one session, they sang and danced [I]Cuban Pete[/I] trying to keep a powerful demon at bay from posses a powerful warrior). I brought this here because I try to make a point: This difficulties are fixed to the world, but the world is in the table's hands. [/QUOTE]
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