Comments on: D&D 5E: Combat Speed https://rpgalchemy.com/dd-5e-combat-speed/ Crafting Roleplaying Gold ... Wed, 22 Nov 2017 11:35:30 +0000 hourly 1 https://wordpress.org/?v=4.8.5 By: John Lewis https://rpgalchemy.com/dd-5e-combat-speed/#comment-130 Mon, 02 Mar 2015 11:35:41 +0000 https://rpgalchemy.com/?p=437#comment-130 Zack:
After looking at the DMG and the rest of the 5E material (thus far) I think that WotC has intentionally left some “looseness” in their rules, especially alternate rules. A big complaint gamers had with 4E was that the system was to rigid and that DM’s were less able to make tweeks and adjustments. The new rules are designed with these things in mind and some of the alternate rules require it (like the one you mention).

I feel like alternate rules are ones that “might” work for you but you have to look at how they’ll impact your specific group. The rule issue you mention for example, might not have any impact on a group lacking a barbarian. I look at the optional rules like “after-market parts”, they will probably work, more or less, but you’re going to have to make some adjustments and fine-tune them to your game.
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By: Zack Schwartz https://rpgalchemy.com/dd-5e-combat-speed/#comment-129 Mon, 02 Mar 2015 02:34:46 +0000 https://rpgalchemy.com/?p=437#comment-129 I want to like the alternate Initiative rules from the DMG, but my sticking point is how would you handle a Barbarian PC? Does the entire party benefit from the 7th level barbarian class feature that gives Advantage on initiative, which seems slightly over-powered, or does the barbarian loose that distinctive class features, which seems punitive for the player?

My biggest disappointment with the 5E DMG is that many of the options they present don’t provide guidance on how to handle conflicts like this one, between a class feature they baked into the base rules and the optional rule they suggest.
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By: John Lewis https://rpgalchemy.com/dd-5e-combat-speed/#comment-78 Wed, 24 Dec 2014 14:27:19 +0000 https://rpgalchemy.com/?p=437#comment-78 The optional initiative rule I mentioned also really speeds things up, more than you might think. When I tell the players it’s their turn they all spring into action. This past game night the players were taking around 5 minutes or so for their turn; that’s 5 minutes for all of them to go, not 5 minutes per player!
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By: Samuel Van Der Wall https://rpgalchemy.com/dd-5e-combat-speed/#comment-77 Tue, 23 Dec 2014 15:41:20 +0000 https://rpgalchemy.com/?p=437#comment-77 Even though things flow quicker, I don’t feel like I am constrained any more than I was in previous editions. Like you mentioned, not having to try and get in ALL of my super-moves into the combat (a la 4e) and then immediately rest after combat is nice. Choosing your action is usually quick, the math is quick, and you move on. I also like that the game is deadlier at the early levels. That also gets things moving quicker too.
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