Chaosmancer
Legend
Haven't you ever been in a campaign where something discovered or found or learned in what seemed at the time to be a one-off adventure - and maybe even ignored at the time - turned out to be vitally important later? Or where something done (or not done) in a one-off adventure turned out to have major consequences down the road?
Nope. Closest I've gotten is knowing that something more is going on but being forced to stumble around in the dark because the DM refuses to let us actually figure anything out until the "big reveal" which we normally could never have guessed at because we had absolutely know way of knowing the key information .
"You wouldn't know that" is the only reason I need to withhold information.
Put another way, if the PCs are guessing then the players are guessing.
I still find that a poor way to play, sorry. It's like.. the players have no need to know the DC of the wand of Lightning they have. But there is also no reason not to tell them, it allows them to make a more informed decision about using it, and that's all. But you want the item to be a mystery box, they have no idea what the DC is, they have no idea how many charges it is, it gives them nothing to base their choices on. And I find that just detracts from the game, to have it all be a mystery box with no answers.
You'd likely never see a DC changed, because (I would hope!) the DC is set based on the direction from which the PCs are likely to approach. But if somehow the PCs approach from the other side then hells yes it should be changed. It's called simulation of reality, an important aspect for an immersive game-world.![]()
Except it isn't. I'm gonna level with you, no one at my tables has ever cared which direction a door opened, and I've never made two DCs to represent that one way is easier to open than the other.
Simulating reality? Sure, but it isn't a detail that is important. It can just be filled in by the players, until they make it important by coming up with a clever plan that requires it to open one-way or the other... and usually if they start talking about which way the door opens without asking me, that turns out to be the way it opens, because it was never important enough to model. I doubt anyone ever figured out I did that.
And in so doing give yourself a bonus without penalty, I think. Two-weapon fighting, for one thing, assumes a dominant and off hand; ambidexterity should reduce the off-hand penalty (and if it doesn't the game's failing at simulation - again).
That is not how 5e works.
In 5e you make the attack with your normal action, and then with your "off-hand" you take a bonus action attack. This attack doesn't add mod to damage, but is otherwise normal. And there is no way to add that mod back in without the two-weapon fighting style. Being Ambidexterous is simply not a factor in the game, it does nothing.
Run it the way you want to run it, and patch to suit.
Better, after a certain point, is almost completely subjective. Your better, for example, might well be my worse; and vice versa; and we're just two grains of sand on a beach where every other grain of sand each also has its own unique definition of "better". The designers can't hope to nail it for all of us, just try to get as close as they can for as many as they can and call it done.
I understand that, but I think people take it too far and just see anyone who runs into an issue as being too lazy to fix the game themselves, which leads to toxicity.
It's far easier (and more pleasant) to be the DM who is easing off on the harshness than the DM who's ramping it up.
That's on you. If I want to ramp the harshness up, I do, if I don't I don't.
What is more concerning is being the guy who doesn't know any better, and finds that they are getting blamed for the game being too harsh when they didn't know that all the optional pieces are meant to make the game easier, instead of the reverse which is far more intuitive.