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Why does 5E SUCK?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6654850" data-attributes="member: 6787650"><p>The "mind-reading via possession" would be handled at my table my reading the spell text ("no, Magic Jar says that won't work") but the Fire Horn issue would be handled basically the way you handled things in 4E: by handwaving. Just as you said, "Yeah, your physics is nonsense but I like the idea so I'm going to let you improvise something out of your existing abilities," I'd let my players make their case for why they should be able to do it ("you've said all magic items are sentient by definition and that magic comes from its identity, so wouldn't the fact that I spent the whole battle blowing music on the horn make the horn think it's responsible for all the fire that happened, and become a Fire Horn?" [n.b. I don't actually know what a 4E Fire Horn is but I'm assuming it's something like a Bard's Tale Fire Horn: makes flames when you blow on it]), and then I would either just say, "Yes, that works!" or assign an probabilistic target (10% chance your horn buys your argument that it was really the mastermind behind all of this, and becomes magical) which might or might not be related to any of their in-game statistics ("Since I understand magical theory, does my Arcana increase the chance of my tricking the horn into becoming magical?" "But you said you weren't deliberately tricking the horn, you're arguing that it just happened during battle. No, it's just a flat percentage roll.").</p><p></p><p>That is, assuming that I bought their argument in the first place and wanted to make it happen. Honestly I don't think being around a simple dead Fire Drake is enough to convince me that any item ought to become magical.</p><p></p><p>In short, I think 5E would work the same way that your 4E anecdote worked: by DM fiat and handwaving and the Rule of Cool. Since D&D is a vehicle for playing out stories that you think are cool, by whatever definition of cool you have, your chances for success at your ad hoc plan are directly related to whether the DM and other players share your opinion about what's cool. If they all think your plan is cool and want it to work, a way will probably be found.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6654850, member: 6787650"] The "mind-reading via possession" would be handled at my table my reading the spell text ("no, Magic Jar says that won't work") but the Fire Horn issue would be handled basically the way you handled things in 4E: by handwaving. Just as you said, "Yeah, your physics is nonsense but I like the idea so I'm going to let you improvise something out of your existing abilities," I'd let my players make their case for why they should be able to do it ("you've said all magic items are sentient by definition and that magic comes from its identity, so wouldn't the fact that I spent the whole battle blowing music on the horn make the horn think it's responsible for all the fire that happened, and become a Fire Horn?" [n.b. I don't actually know what a 4E Fire Horn is but I'm assuming it's something like a Bard's Tale Fire Horn: makes flames when you blow on it]), and then I would either just say, "Yes, that works!" or assign an probabilistic target (10% chance your horn buys your argument that it was really the mastermind behind all of this, and becomes magical) which might or might not be related to any of their in-game statistics ("Since I understand magical theory, does my Arcana increase the chance of my tricking the horn into becoming magical?" "But you said you weren't deliberately tricking the horn, you're arguing that it just happened during battle. No, it's just a flat percentage roll."). That is, assuming that I bought their argument in the first place and wanted to make it happen. Honestly I don't think being around a simple dead Fire Drake is enough to convince me that any item ought to become magical. In short, I think 5E would work the same way that your 4E anecdote worked: by DM fiat and handwaving and the Rule of Cool. Since D&D is a vehicle for playing out stories that you think are cool, by whatever definition of cool you have, your chances for success at your ad hoc plan are directly related to whether the DM and other players share your opinion about what's cool. If they all think your plan is cool and want it to work, a way will probably be found. [/QUOTE]
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