| Post/Author/DateTime | Post |
|---|---|
| #1Sgt_ScottAug 11, 2014 16:51:52 | Concentrate on What the Rules Allow. If people remember this, I think many games will go much smoother in the long run.
Scott |
| #2ShiroikenAug 11, 2014 19:01:41 | Care to explain?
The rules allow for almost anything. |
| #3GrazelAug 11, 2014 19:39:31 | Is that RAW, RAI, or houserules? 5e is a mix of all three and encourages the latter 2. D&D is a roleplaying game so rules are more guidelines and aren't always meant to be followed to the letter. One of the best TTRPG games I was in we rarely rolled for anything, used characters and elements from many d10 based rule systems (for simplicity sake and character comparison, that meant D&D was out since it wasn't based around d10s so wasn't as easy to convert). Almost all of our combat and exploration was determined by our roleplaying and creativity. The dice rollling seemed to favor the party so much that we ended up with an "extra party member": a dead, invisible, teleporting turtle. This was determined because the GM would roll for surprise and stealth of the villains trying to follow us, and she'd always roll critical failures on these checks so we never got surprised.
I've had great gaming sessions using more dice rolls and grid combat but again we usually just RP'ed results for out-of-combat situations (social interaction "checks"). It's a matter of finding what works best for the table and going with it. THe rules shouldn't interfere with the groups fun, but instead keep the fun going by providing guidelines and constraints on actions (like the above mentioned games if we tried something really risky or critical we'd have to roll but general actions were based on our roleplay and description of our actions). |