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Old Screeds


Rules Complexity vs Simplicity

Rules Complexity vs Simplicity

Have you guys noticed that "Scent" is not in the game? At least, I can't find it. There is no Scent quality or capability. I have a screed in my head a-borning. About the spectrum of rules complexity, from high to low, and how D&D 3.5 is towards the one side, and 5E is towards the other. To me, my personal enjoyment in the game comes in part from complexity. So what other examples are there in 5E of rules simplification? All spell casting is handled in the same way. (I actually agree with this one) -- relatedly, no psionics, no grit, no ki, no other secondary "magic" systems. No bucklers, light or heavy shields, tower shields. Just "Shield." -- But they made weapons more complex with weapon mastery! Special attacks are simpler. No disarm, no sunder, no overrun, etc. (Well actually monks have focus points not ki ) My general understanding is that having advantage (rolling twice, taking the higher) is the equivalent of having a +4/+5 on a roll. The issue is mainly for those with the Warcaster feat, since then you always have advantage on Concentration checks. And a Passive base of 15 is the logical result of advantage added to a base 10.5. And yes, it is practically auto-success. That's built into the DNA of 5E. That's why so many casters take the feat. Honestly, the 5E focus on Advantage/Disadvantage instead of a traditional system of plusses and minuses on rolls is another simplification of the game designed to decrease the amount of math (and add excitement). But the negative side effect is that it highly incentivizes (power-gamer) players to seek to have advantage as often as possible, if not always.


Home | This screed was written on 26 April 2017, and finished on 11 December 2024.