Originally Posted by ReaLMoisan
Originally Posted by clavis
Originally Posted by Vezin117
Originally Posted by clavis


There are so many modules out for D&D 5e that do exactly what you are saying a game could not accomplish. My current group is playing Descent Into Avernus right now. That is a premade D&D game that the DM doesn't really have to put as much effort into. All of the things you mentioned are basically in the module already. Seems like a cop out response to justify not implementing 5e rules right away and adjust them over the next year to make it more enjoyable.


unsure which post your quoting. Most of my posts though are focused on the differences between being able to do things on the fly as a DM with group in front of them, versus tweaking things from a video game developers stand point. The game developers can't adjust on the fly, and can't get direct feedback

never played Descent into Avernus as of yet, but Descent was built for pnp. and some of it would not carry over to video games, specially to players that have never played 5e before. there would have to be adjustments made to aid them, while still balancing game for hardcore, or just 5e players in general.

I believe he's referring to programs like Roll20 and Fantasy Grounds that I mentioned earlier. Basically, these programs have all the mechanics (numbers) for D&D already. You just download and install the adventure and input the character sheets, and the program handles all the dice rolls, attacks, damages, skill checks, saving throws, spell effects, monster stats, etc. And even displays everything on a hexagonal map, tracking movement, sight lines, distances, character and enemy placements, cover, elevation, fog of war, etc. So the DM just narrates the adventure, and the players just decide their actions, etc. Essentially, it's almost like re-creating a PC game of D&D where everyone communicates through mics, usually via Discord, and use the program to play the adventure. Suggesting that the core mechanics of 5e D&D are already proven to work well in a PC game. Not saying these two programs are identical to a PC game, there's still a DM. But everything is pre-loaded before the session starts, and it's amazing how infrequently the DM actually has to deviate from the core adventure, and just lets the adventure play itself.


Ahhh, yet there again is the the thing with DM being actively involved. so if need be he can adjust, and Roll20 is easier to adjust things then say hard coded games such as this. Also again you may very well know your players, or have a group of veterans. Are you get a newbie in with a group of veterans, who can aid them as they progress, when they have troubles. Since you can still talk through discord and such. Here we have a forum, where subtopics may or may not get answered, and even if they do get answered it may be incorrect based upon character stats, or misinformation, which even the veterans get wrong at times, or someone trolling. I myself forgot that dual wield was changed, and was corrected. Among this is the changes in place which may confuse new players as to whats wrong according to forum subtopics etc. Add to this the topics about this not being BG, D&D etc. which can paint things in a poor light. Especially when quiet often these posts at first don't have any reason to why people feel that way. Though later on it can change and does so widely. anyway I ramble as usual.