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Why does 5E SUCK?
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<blockquote data-quote="pemerton" data-source="post: 6656616" data-attributes="member: 42582"><p>Another thought on Cave Slime.</p><p></p><p>Consider a system (of which some posters at least think 5e is an instance) which simply says: Cave Slime, DC 10 DEX (Acro) to avoid slipping prone when you walk on it.</p><p></p><p>How does this differ from 4e?</p><p></p><p>First, it doesn't expressly suggest that you might want to scale up your slime (from Green Cave Slime to, say, Ultra-violet Cave Slime) in encounters in more fantastic locations of the sort that higher-level PCs are more likely to engage with. Maybe there is even an implicit suggestion that higher-level PCs <em>aren't</em> more likely to have adventures in locations that are more fantastical.</p><p></p><p>Second, it suggests that rolling even for small chances is important. The 4e rules give the opposite suggestion: namely, don't leave DC 10 slime hanging around for parties where most of the PCs have +8 or better bonuses, but rather scale it up to slicker slime!</p><p></p><p>A further implication that might be derived from non-4e approach, in combination with 5e's bonus progression, is that it is good for the game that high level PCs have even a slight chance of slipping on bog-standard Cave Slime. There is a sense that nothing is beneath the notice of even high level PCs. Whereas 4e has a very robust sense that, as the PCs gain levels, the scale of their concerns, and of things that might trouble them, changes fundamentally.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6656616, member: 42582"] Another thought on Cave Slime. Consider a system (of which some posters at least think 5e is an instance) which simply says: Cave Slime, DC 10 DEX (Acro) to avoid slipping prone when you walk on it. How does this differ from 4e? First, it doesn't expressly suggest that you might want to scale up your slime (from Green Cave Slime to, say, Ultra-violet Cave Slime) in encounters in more fantastic locations of the sort that higher-level PCs are more likely to engage with. Maybe there is even an implicit suggestion that higher-level PCs [I]aren't[/I] more likely to have adventures in locations that are more fantastical. Second, it suggests that rolling even for small chances is important. The 4e rules give the opposite suggestion: namely, don't leave DC 10 slime hanging around for parties where most of the PCs have +8 or better bonuses, but rather scale it up to slicker slime! A further implication that might be derived from non-4e approach, in combination with 5e's bonus progression, is that it is good for the game that high level PCs have even a slight chance of slipping on bog-standard Cave Slime. There is a sense that nothing is beneath the notice of even high level PCs. Whereas 4e has a very robust sense that, as the PCs gain levels, the scale of their concerns, and of things that might trouble them, changes fundamentally. [/QUOTE]
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