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Why does 5E SUCK?
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<blockquote data-quote="pemerton" data-source="post: 6653513" data-attributes="member: 42582"><p>I ran a Rolemaster campaign, years ago now, that became so dominated by (precognitive) divination that it ended up almost derailing the game, in that practically every action declaration was preceded by a divination which attempted to predetermine what the outcomes of the action declaration would be - with the PC then going through on the divined action only if the outcome was favourable.</p><p></p><p>In our next campaign we dropped precognitive divination from the game. In the late stages of the campaign, though, powerful Time Stop effects ended up playing a similar role: the players would meticulously plan out their PCs sequences of actions, then have their PCs travel to ground zero, activate the Time Stop and unload the plan (which mostly consisted of intricate layers of spells, including meta-magic spells within the layers).</p><p></p><p>I think the presence of divination, and of planning more generally (but divination and planning travel closely together) makes a big difference to the way the game plays; and flipping that around, a game wants to think about the sort of play to be encouraged as part of deciding whether or not to include divination as a feature.</p><p></p><p>As part of the gradual drift of elements of the D&D community away from classic exploration (especially dungeon exploration), I think divination has become less central to D&D play. If you want to run an exploration and planning-heavy game, divination is certainly an aspect of the magic system worth amping up. (Though the spell ranges in classic D&D make it not worthwhile for non-dungeon exploration; in a wilderness game you'd want to expand them a bit, although wilderness gaming poses other problems for adjudicating divination, like a lack of precise knowledge of the setting on the part of the GM.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6653513, member: 42582"] I ran a Rolemaster campaign, years ago now, that became so dominated by (precognitive) divination that it ended up almost derailing the game, in that practically every action declaration was preceded by a divination which attempted to predetermine what the outcomes of the action declaration would be - with the PC then going through on the divined action only if the outcome was favourable. In our next campaign we dropped precognitive divination from the game. In the late stages of the campaign, though, powerful Time Stop effects ended up playing a similar role: the players would meticulously plan out their PCs sequences of actions, then have their PCs travel to ground zero, activate the Time Stop and unload the plan (which mostly consisted of intricate layers of spells, including meta-magic spells within the layers). I think the presence of divination, and of planning more generally (but divination and planning travel closely together) makes a big difference to the way the game plays; and flipping that around, a game wants to think about the sort of play to be encouraged as part of deciding whether or not to include divination as a feature. As part of the gradual drift of elements of the D&D community away from classic exploration (especially dungeon exploration), I think divination has become less central to D&D play. If you want to run an exploration and planning-heavy game, divination is certainly an aspect of the magic system worth amping up. (Though the spell ranges in classic D&D make it not worthwhile for non-dungeon exploration; in a wilderness game you'd want to expand them a bit, although wilderness gaming poses other problems for adjudicating divination, like a lack of precise knowledge of the setting on the part of the GM.) [/QUOTE]
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