Switch Theme:

5th edition D & D...  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Servoarm Flailing Magos







I am probably misquoting my GM here, who does heavily revise modules both for story and content. it's more that there's very little need to go beyond the rules in the sense that players aren't encouraged to think outside the box.

I don't (in general) like the "4e is a MMO!" complaint, but there is a certain feel that the 4e adventures have become a bit more "deterministic' than previous editions... More like (and again, this is not a comparison I make happily) a console RPG like KotoR or Mass Effect. I don't think they include dialog trees (yet) but there's a feel that a puzzle room is a set piece with 1 'default' path and 1 or 2 alternatives... And the general feel is that not using those is somehow 'wrong.'


The playtests of 5e I've seen have suggested a return of needing to think beyond combat a bit. I don't know how much of this is the system vs. adventure writing, though.

A good GM can make something fun out of almost any system, but I greatly prefer a good GM and a good system.

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
 
Forum Index » Board Games, Roleplaying Games & Card Games
Go to: