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?)
The Minotaur for Old-School Essentials
*Requirements:* Minimum STR 9, Minimum CON 9
*Prime Requisite:* STR and CON
*Hit Dice:* 1d10
*Maximum Level:* 8
*Armor:* Leather, including shield...