jodyjohnson
Adventurer
Mike Mearls AMA said:There is definitely tension between a uniform game and creativity - people weaned on digital games and TCG are hardwired to seek out advantages and optimization. Tabletop RPGs ask you to direct that energy into being interesting and entertaining. Sometimes being entertained involves being scared of a threat, screwing up, or failing.
http://www.reddit.com/r/rpg/comments/2l69tp/ama_mike_mearls_codesigner_of_dd_5_head_of_dd_rd/cls8996
I feel like this hits my main complaint as a DM. I don't mind optimization at the table and expect it, however it can suck what makes the games entertaining for me out of the game.
Usually it leads my players to want to speed through the levels because they want that next optimization point over just having fun playing the game - including failing and having things go sideways.
I think you can roleplay and roll play but I may need to make a motivational poster that says, "Be interesting and entertaining" on the wall.
This quote also relates.
Mike Mearls AMA said:2.
The big disadvantages of AEDU, based on feedback we saw in the playtest, come in two areas.
First, we saw that many players don't want much complexity in combat. They're happy to just attack. AEDU forced everyone to the same level of complexity.
Second, making it easy to get back encounter powers made each battle feel too similar. People could easily fall into a script they repeated fight after fight. It was not a result I expected, but pushing the short rest to one hour makes an encounter ability feel more precious. Using it is seen as a real risk now, rather than an automatic choice.
4e is a favorite system, but Mike's comment matches what I saw at the table - players asked for options and then did the exact same options every single encounter. The script repeated fight after fight. I found it very unentertaining as a DM. PF and 3.5 went very much the same way.
Find a good effective combo and repeat ad nauseum.
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