- Joined
- Nov 4, 2017
Very much agreed. I want SOME skill-ness because it makes things easier to rule on - and just because you have a clever plan it doesn't mean it'll work. Its just difficult to hit that sweet spot of "too austitic to be useable" and "to vague to make any meaningful difference for characters"Or the opposite problem, where someone wants to do something creative but there's no rules for that. eg. In one game there were giant walking candles (basically golems) and one player wanted to put a bucket on it's head to snuff out the flame. What skill is that? I quickly made up an athletics number and told them to roll. I don't really find it to be a 5e problem, but a crunchy games problem.
The far bigger problem is the nat-20 issue, where players expect nat 20 to basically be magic and grant whatever they want.
In B/X I've just been using "roll under relevant stat" as a good-enough.
I guess when I say 5e-only players, I mean players who never played a system without a limited skill metric vs. Anything specifically wrong with the system.
3.5 had the problem of "a skill for eveything", 4e condensed them but more as way of making it easier to apply to Challenges, just 5e kept the stream-lined system of 4e but without challenges it felt limiting. Trained/untrained is also good for a 4e "shut up and roll" but bad for 5e where they tried to go back to more interaction.
No one likes a meatgrinder (unless its a lvl 0). For all the talk about B/X being lethal, its only a murder fest for very new players who aren't getting some GM coaching; one of the reason I like Lair of the Lantern Worm as a intro for new players is that because time keeps rewinding so it lets players experiment, fuck up, die... and then everything resets. So they learn about how squishy they are, how they need to be narrative about what they do even when successful, and how to be smart when running combat (and also: how some enemies will likewise be smart)I won't beat a dead horse, but I'm the opposite. I find meat grinders lead to less interesting stories, because how could you be interested in, say, LotR if every 10 minutes half the fellowship is replaced with new characters, and by the end none of the original characters are left. Or where they get a bunch of hirelings they send to do all the dirty work.
I forget what OSR game it was that had an elegant solution to the latter problem. Hirelings would never enter dungeons. Adventurers would, but they demand a cut of the loot and are DM controlled.
Since hirelings relate to your ability to haul out your loot, if there's a hazard trap I'll usually rule that it hit a hireling unless something would make me rule otherwise. They won't do anything stupid or obviously dangerous. Well, more dangerous than going into a monster-infested dungeon.