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Cake day: June 15th, 2023

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  • seems kinda…nonsensical. don’t get me wrong, i prefer other systems, but they don’t really identify actual issues. first and foremost, the system absolutely needs to be able to resolve anything that happens in the world because the dm doesn’t need to take into account the millions of factors that will be influencing a seemingly simple interaction. the whole spiel about rolling under ability scores? adds absolutely nothing imo, if anything it takes away from roleplaying by giving you a set number to always be working with. a simple “this seems easy” or “this would be difficult in even ideal circumstances” or “the vampire is dancing around even in thick plate armor” and the like is all a player needs when questioning the difficulty of rolls. the only example i’ve been in where knowing a hard number for difficulty doesn’t seem to detract is when you have already committed to a spell in mage the ascension, because you might need to make a lot of rolls and get a lot of successes (i had to get 10+ successes with a dice pool of 4 once to do something awesome in the traditional meaning of the word) and it’s just annoying asking the dm every single time you get a success if it goes off.
















  • I’m just gone give you a quick run down of the simplest ttrpg i play; Chronicles of darkness.

    Every single roll uses the same type of dice and the numbers you need to hit are almost universally the same. Every skill, ability, power, or what-have-you uses the same simple system (with only two ways to resist/contest roles). All characters (including NPCs and monsters) are created in roughly the same way with roughly the same rules (with certain stuff added on depending on what you’re making). The book has an entire section on homebrew, with guidelines and examples. Every book has advice on playing ttrpgs broadly (like setting up what’s off limits from the start) and specifically Chronicles (like offering sources of inspiration). Speaking of books, there are plenty of them but you only need a single book to play a full game. The game also uses a major cheat code for the setting; it’s set in the modern world, so new players have an easy time understanding what’s going on.

    I say all of that to say 5e is all together bad for new players. It’s price gouging, it’s convoluted, and isn’t actively friendly to new players like other systems.