A Social Yeti
November 22nd, 2020, 20:19
If you played DnD 5e rule set in FGU, in pure out of the box default state for mechanical rules functionality. No extensions, and no GM or players doing anything of preplanning nor in sessions manually to make character class powers, DMG magic items, racial traits, etc. mechanically function.
What % of the stuff in the source books do you estimate is going to be ignored?
examples:
Warlock hexblade plays with whatever powers are on the actions tab for them by default.
Any stacking of A dmg reduction amount and A dmg resistance.(reductions and resistances do not stack, but one of each does)
fey ancestry traits for save and immunity calculations.
LoS that does not understand light levels of vision distance limitations
summon spells (just full GM manual make it happen as the player calls for it no player cast spell summon NPC to map and tracker and player can control automation)
Ring of protection? That some magic items just work out of the box and others do not, is there a systematic way to know what will and what will not? Liie so a GM could just only have magic items that do function by default in their camping
So from anyone with good xp in all this. Is there either A: a nice collected single stop location one can get informed about al that up front? you know like a product compare list of, has/does not have, between printed rules and FGU functionality?
or B: if smiteworks or Hasbro has not provided this info, what do you, from xp, estimate the % of rules are a table is tossing out of 5e if they just roll 100% out of the box FGU as is for whatever it just does without them needing to take some time to make it work.
Not trying to bag on FGU, trying to understand it. Finding out as you go what, by default, functions and what may require some player/GM plan time to make work, or just never will and requires some fiddly in session manual efforts is a bit of annoyance. It would be much more consumer friendly to spell all that out upfront for everyone.
Main need to know on this:
being a sandbox GM is its own lot of effort. making FGU just do what the book says it does is very likely to start getting out past my effort capacity for running sandboxes. So trying to get an idea of what i'd be giving up if my players can haver whatever of their class powers and spells they figure out making work on their own, and "attunement" to magic items is, whenever the player can make it work in FGU without me being the manual power of the magic item working, they are attuned to it.
Or also jus considering a world where the only magic items to find are the ones that mechanically function out of the box as is.
What % of the stuff in the source books do you estimate is going to be ignored?
examples:
Warlock hexblade plays with whatever powers are on the actions tab for them by default.
Any stacking of A dmg reduction amount and A dmg resistance.(reductions and resistances do not stack, but one of each does)
fey ancestry traits for save and immunity calculations.
LoS that does not understand light levels of vision distance limitations
summon spells (just full GM manual make it happen as the player calls for it no player cast spell summon NPC to map and tracker and player can control automation)
Ring of protection? That some magic items just work out of the box and others do not, is there a systematic way to know what will and what will not? Liie so a GM could just only have magic items that do function by default in their camping
So from anyone with good xp in all this. Is there either A: a nice collected single stop location one can get informed about al that up front? you know like a product compare list of, has/does not have, between printed rules and FGU functionality?
or B: if smiteworks or Hasbro has not provided this info, what do you, from xp, estimate the % of rules are a table is tossing out of 5e if they just roll 100% out of the box FGU as is for whatever it just does without them needing to take some time to make it work.
Not trying to bag on FGU, trying to understand it. Finding out as you go what, by default, functions and what may require some player/GM plan time to make work, or just never will and requires some fiddly in session manual efforts is a bit of annoyance. It would be much more consumer friendly to spell all that out upfront for everyone.
Main need to know on this:
being a sandbox GM is its own lot of effort. making FGU just do what the book says it does is very likely to start getting out past my effort capacity for running sandboxes. So trying to get an idea of what i'd be giving up if my players can haver whatever of their class powers and spells they figure out making work on their own, and "attunement" to magic items is, whenever the player can make it work in FGU without me being the manual power of the magic item working, they are attuned to it.
Or also jus considering a world where the only magic items to find are the ones that mechanically function out of the box as is.