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General Tabletop Discussion
*TTRPGs General
Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Hussar" data-source="post: 7769859" data-attributes="member: 22779"><p>Really? 5e is chock a block with new school type mechanics. </p><p></p><p>Fighter's Second Wind, various reroll mechanics (Lucky Feat, Halfling's Luck), encounter design being set to xp budget, lack of save or die, heck, even the concept of bounded accuracy is very much a New School approach to game design.</p><p></p><p>5e is mechanically very much a new school game. It's miles away from an Old school game. The only really old school thing about 5e is how it's written. And, even then, it's still very much grounded in story creation and creating character in play. The whole "test the player" thing is virtually absent from 5e play.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7769859, member: 22779"] Really? 5e is chock a block with new school type mechanics. Fighter's Second Wind, various reroll mechanics (Lucky Feat, Halfling's Luck), encounter design being set to xp budget, lack of save or die, heck, even the concept of bounded accuracy is very much a New School approach to game design. 5e is mechanically very much a new school game. It's miles away from an Old school game. The only really old school thing about 5e is how it's written. And, even then, it's still very much grounded in story creation and creating character in play. The whole "test the player" thing is virtually absent from 5e play. [/QUOTE]
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