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Why does 5E SUCK?
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<blockquote data-quote="Erechel" data-source="post: 7503051" data-attributes="member: 6784868"><p>Damn cellphone! I didn't want to give experience nor laugh. I only wanted to quote.</p><p>My best advice is: go for Angry GM.</p><p>As for improving games, the best thing you can do is to play the three pillars balanced. First of all, there is one (big) difference between the three of them: complexity. Whereas most combats include a minimum degree of tactics and has at least the relative complexity of skill checks and result checks (attack roll and damage dice, until you drop the enemy to 0), most GMs strive to make challenges outside combat that don't end in a single check, even with idiotic rerolls until you succeed.</p><p>The main issue there is to make complex tasks out of skill checks. I'm not talking about the Skill Challenges of 4th edition: I'm talking of actual challenges with consequences, both in failure and in success. Let's take for example a hostage negotiation, a perfect mixture between Exploration, Combat and Social Interaction. You know that the goblins will not deliver their prisoners, because if they do, they are as good as dead. A single check will not suffice to convince them to deliver. A simple bribe will not work. They are hostile, but not necessarily aggressive, because they are surrounded, and they know it. They are in a well fortified location. The goblins will be killing a hostage each hour until the soldiers and adventurers are gone. If the characters begin a killing spree, or if even a single goblin is taken, they will kill the hostage.</p><p>More later</p></blockquote><p></p>
[QUOTE="Erechel, post: 7503051, member: 6784868"] Damn cellphone! I didn't want to give experience nor laugh. I only wanted to quote. My best advice is: go for Angry GM. As for improving games, the best thing you can do is to play the three pillars balanced. First of all, there is one (big) difference between the three of them: complexity. Whereas most combats include a minimum degree of tactics and has at least the relative complexity of skill checks and result checks (attack roll and damage dice, until you drop the enemy to 0), most GMs strive to make challenges outside combat that don't end in a single check, even with idiotic rerolls until you succeed. The main issue there is to make complex tasks out of skill checks. I'm not talking about the Skill Challenges of 4th edition: I'm talking of actual challenges with consequences, both in failure and in success. Let's take for example a hostage negotiation, a perfect mixture between Exploration, Combat and Social Interaction. You know that the goblins will not deliver their prisoners, because if they do, they are as good as dead. A single check will not suffice to convince them to deliver. A simple bribe will not work. They are hostile, but not necessarily aggressive, because they are surrounded, and they know it. They are in a well fortified location. The goblins will be killing a hostage each hour until the soldiers and adventurers are gone. If the characters begin a killing spree, or if even a single goblin is taken, they will kill the hostage. More later [/QUOTE]
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