My biggest gripe about 5E #DnD is that it often models specialization by trivializing the associated actions.
If you're interested in X, you design a character who's good at X. But the result isn't doing more X. It's that X becomes automatic and is no longer part of the game.
Take #TombOfAnnihilation, for example. A big chunk of the campaign is mounting a wilderness expedition into the heart of darkness!
If that's exciting for you, you'll pick a character class that can really contribute to that part of the campaign! Rangers and druids, for example.
ToA models the challenges of the expedition through travel speed, a Navigation check, and Dehydration.
A Ranger's Natural Explorer ability eliminates travel speed variation and auto-succeeds on the Navigation check.
The Druid has a 1st level spell to create water.
So if you make characters specialized in wilderness exploration, you take the entire structure presented FOR wilderness exploration and basically just throw it out.
It's as if the Fighter had an Auto-Win Fights ability at 1st level: You choose to be a Fighter because you're really interested in the combat portion of the game, but the mechanics instead just remove combat from the game.
5E does this a lot: It includes mechanics for a specific type of challenge (often in a vestigial form inherited from previous editions), but then simultaneously includes a low-level class ability, cantrip, or 1st level spell that renders it moot.
So rather than creating cool new gameplay, the game just sets up these boring, auto-play interactions.
GM: A thing happens.
Player: I hit the mechanical button that automatically solves it.
Why include these mechanics at all?
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There's definitely a place for "we're done with that now, here's a spell so you can stop thinking about it and focus on new stuff" abilities that create tiers of adventure.
But, of course, 5E isn't built for tiered adventures.
Live-tweeting reactions to #IcewindDale: Rime of the Frostmaiden, but trying something different: I'll have one thread of stuff I didn't like (this one) and another thread of stuff I did (link below).
As with previous live-tweeting threads and Remixes, my emphasis here will not be "this bad, me hate"; expect critical thinking and in-depth discussions of scenario structures and best DM practices.
Live-tweeting reactions to #IcewindDale: Rime of the Frostmaiden, but trying something different: I'll have one thread of stuff I liked (this one) and another thread of stuff I didn't (link below).
The Bad thread will inevitably be longer (because explaining a problem always takes more time than saying "this good, me like"), but I'm hoping this will do a better job of emphasizing all the cool stuff #IcewindDale has to offer.
This really emphasizes why I think 5E's passive Perception is dumb.
Step 1: Note passive Perception scores.
Step 2: Arbitrarily set a Perception DC.
Step 3: Compare your arbitrary Perception DC to the passive scores you already know.
Step 4: Why the fuck are you doing this?
A revelation is any conclusion the PCs can make or need to make (supported by the Three Clue Rule).
A revelation CAN be a node (i.e., we need to go check out that location/character/organization/event), but it can also be stuff that isn't a node (i.e., the runes are Achaean).
In my more recent work I've started talking about clues & leads, where leads point you to places where you can continue investigating (i.e., new nodes) and clues point to other types of revelations (often the solution to the mystery, e.g. Bob's the killer).