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Why does 5E SUCK?
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<blockquote data-quote="I'm A Banana" data-source="post: 6654238" data-attributes="member: 2067"><p>This is exactly the achievement-fun I was talking about. </p><p></p><p></p><p></p><p>That's just added complexity. If the end result is that I'm still going to win with about the same amount of damage, the added complexity is largely meaningless. It's extra fiddly hoops to jump through. Oh it has an aura, well look at all my energy resistance and extra hps. Oh it has resistances, look at my sneak attack damage and my pryomancy feat that lets me ignore that. Oh it has a lot of varied effects that all have the ultimate result of about the same thing that a brute of that same level and monster rank would have in a simpler, more straightforward format. </p><p></p><p>It's all a wash. It's a little like those high-level old school modules that were like "uhhh, you can't teleport and divination doesn't work here because uhhhh....it's magic, shut up." Only it's more complicated. The output is the same: the game wants to render these things mostly irrelevant to cleave to the strict balance that it desperately wants. It's being a fragile little princess snowflake, and resisting the dramatic and the unexpected. </p><p></p><p></p><p></p><p>See, this is a problem for me - mechanics shouldn't fall away. They should support what you're doing. If the mechanics fall away, then <em>screw the mechanics</em>, why don't I just tell this story without these weird dice? </p><p></p><p></p><p></p><p>I don't know what you think playing 5e is like. Just because a high DC dropped into a low-level environment can encourage people to beat it doesn't mean that that's always what happens all the time in every 5e encounter ever.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6654238, member: 2067"] This is exactly the achievement-fun I was talking about. That's just added complexity. If the end result is that I'm still going to win with about the same amount of damage, the added complexity is largely meaningless. It's extra fiddly hoops to jump through. Oh it has an aura, well look at all my energy resistance and extra hps. Oh it has resistances, look at my sneak attack damage and my pryomancy feat that lets me ignore that. Oh it has a lot of varied effects that all have the ultimate result of about the same thing that a brute of that same level and monster rank would have in a simpler, more straightforward format. It's all a wash. It's a little like those high-level old school modules that were like "uhhh, you can't teleport and divination doesn't work here because uhhhh....it's magic, shut up." Only it's more complicated. The output is the same: the game wants to render these things mostly irrelevant to cleave to the strict balance that it desperately wants. It's being a fragile little princess snowflake, and resisting the dramatic and the unexpected. See, this is a problem for me - mechanics shouldn't fall away. They should support what you're doing. If the mechanics fall away, then [I]screw the mechanics[/I], why don't I just tell this story without these weird dice? I don't know what you think playing 5e is like. Just because a high DC dropped into a low-level environment can encourage people to beat it doesn't mean that that's always what happens all the time in every 5e encounter ever. [/QUOTE]
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