Friday, February 19, 2016
Looking at 5e and the Wonders of Improvising An Action
Maybe it was just my experience. Well, more accurately that of my gaming group at the time we were playtesting D&D Next. Our DM assembled a group of players from throughout the editions of D&D and it was one hell of an experience for this Grognard.
See, the 4e'er got all twisted when the DM ruled that an amazing speech by a PC succeeded without a roll. I'm not a 4e player myself, so I'm not sure if 4e resolved everything with a roll and there was a rule for everything or if this was the player's perception as to how things should be resolved, but it left a sour taste of 4e in my mouth (and was pretty good at showing what the expectations were of the new iteration of D&D from players of different editions of the rules)
I like the quote pictured above. I specifically like this line: "the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure." This is how I run things. It's how I've always run things in my game. If I ran a 5e game, I'd do this even if it weren't mentioned in the Player's Handbook, but it is mentioned, and it is good ;)
As I delve into the D&D 5e rules, I'm beginning to like what I see. It may not replace Swords & Wizardry as my go to game, but I'm definitely seeing pleasant surprises. Now to look at "advantage and disadvantage"
(did I mention that the "grid" being optional is another win in my book?)