• jounniy@ttrpg.network
    link
    fedilink
    arrow-up
    3
    ·
    edit-2
    6 months ago

    Yeah. But I’m really not a big fan of that. The strategic nature is a part of DnD. If you remove that you end up making it less engaging, since you just shoot sh*t into the abyss, hoping it might do something, or not. Thats not particularly fun to me. Not knowing things is interesting, because you can figure them out, or have to plan and think to work around what you know and don’t know.

    It just feels… pointless if you never understand what’s going on and also have no way of figuring it out. You just go somewhere vague, do something vague and accomplish something vague.

    That may be fun for some people but its not what DnD was designed for or what I hope to get out of my games. Thats why I also don’t recommend using it in every game as a general rule.

    • sirblastalot@ttrpg.network
      link
      fedilink
      arrow-up
      1
      ·
      edit-2
      6 months ago

      Different strokes for different folks. And I’d be very careful about using assumptions of “what DnD was designed for” as a guide for how everyone ought to play now. To quote Terry Pratchett by way of Captain Carrot, “Gold and muck come out of the same shaft.” It’s more important to understand what kinds of fun your game can deliver on, and how, so that you can tune it for the maximum enjoyment of your table, than it is to determine in the abstract how it “should” be played.

      • jounniy@ttrpg.network
        link
        fedilink
        arrow-up
        1
        ·
        6 months ago

        Right. I correct: It’s not what 5e is best used for.

        For the rest: That’s what I’m saying. From what I picked up (personal opinion) people really don’t like it when they don’t know what’s going on. But each their own. If your table is happy with it, go for it. I’m just advising against using it as a general rule, because some people don’t have much fun when the game goes this way.