D&D (2024) Monsters of the Multiverse: the death of eldritch blast?


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Zaukrie

New Publisher
Completely removing short rests from the game would sound like a historic defeat of both game design and the playtesting process to me.
There are a million things that don't survive from version to version, let alone within a version over time. That doesn't sound historic at all.....it is just evolution of what they want the game to be.
 



Charlaquin

Goblin Queen (She/Her/Hers)
The flexibility is kinda a trap though. There are couple of ways to build the character that are just flat out better than the alternatives, and not even by a little bit, but by a lot. I would prefer there was better internal balance, and other builds would actually be more competitive.
I disagree. I think EB spam is overrated. Like, it’s good, don’t get me wrong. But it’s not so significantly better than other builds as to make them obsolete.
 


Jer

Legend
Supporter
Some sort of attrition is needed, otherwise battles that do not have significant risk of character death are pointless.
But there's also the point of view that battles that aren't a part of the story are pointless, and battles that are part of the story are always important even if there's no risk of death in them (death is not the only possible consequence after all). If the story you're telling is survival horror dungeon crawling then attrition is needed to keep the players in that mindset, but if the story you're telling is about an ongoing gang war between factions in a city for its control, and the battles take place over the course of a week rather than hour by hour, attrition is a lot less important.
 


But there's also the point of view that battles that aren't a part of the story are pointless, and battles that are part of the story are always important even if there's no risk of death in them (death is not the only possible consequence after all). If the story you're telling is survival horror dungeon crawling then attrition is needed to keep the players in that mindset, but if the story you're telling is about an ongoing gang war between factions in a city for its control, and the battles take place over the course of a week rather than hour by hour, attrition is a lot less important.
Battles that have narrative stakes are obviously the best. But this sort of mass market casual game simply cannot be built with an assumption that this is the default approach. Because it won't be, not even remotely. Creating good narrative stakes is hard, throwing in some angry hobgoblins is easy.
 

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