Laurefindel
Legend
Admittedly an anecdotal observation from experience, but I stand by my position.That’s an interesting conjecture. Not sure I would have stated it as fact, myself.
Admittedly an anecdotal observation from experience, but I stand by my position.That’s an interesting conjecture. Not sure I would have stated it as fact, myself.
This seems a strange Venn diagram to paint, given that general deadliness and mundane resource constraints tend to be more effectively addressed through magic..I know that many people enjoy more dangerous and resource management games, but I know that isn't the majority. However, these players as more represented in the same pool of players seeking a decrease in magic solutions, since that is what this thread is (was?) about.
One way or another, no need to ridicule what others find fun (that's a bit of an overstatement, I really don't think @Vaalingrade was ridiculing anyone here)
The easy way to get around being a ranged character tracking RAW 5e resource management ammunition of arrows is to be a caster with at will ranged cantrips. Such as a warlock, sorcerer, wizard, bard, druid, or cleric.More dangerous and more attrition/resource management-oriented, which tends to interest more players who have a desire to decrease magic, to tie in with the OP.
Absolutely true,The easy way to get around being a ranged character tracking RAW 5e resource management ammunition of arrows is to be a caster with at will ranged cantrips. Such as a warlock, sorcerer, wizard, bard, druid, or cleric.
On the flip side, in classic D&D if you want to do resource management every game then an obvious choice was to play a vancian caster managing spell slots.
If you want to avoid resource management tracking in D&D, best bet generally is to be a sword swinger (and later warlocks).
Oh, that's easy to fix. Let's see...
Add weapon speeds, reroll initiative every round, a stamina meter/system to track/force players to skip turns, give monsters save or die powers back, triple monster hp, make spells cast time multiple rounds, add more subsystems...
hope that's a good start!
Don't forget to count arrows. And maybe a penalty to attack via encumbrance so people have to track that too.
Oh, and don't forget to attack downed players.
More importantly, imo, is that if you count arrows, track encumbrance, attack downed players, impose perception penalties to darkvision, enforce somatic spell requirements, and otherwise actually use all the rules, 5e gets more dangerous.
Which, of course, is a downside to many people, but there's also an issue that at least some of those come across as annoying minutia to many, over and above their output effects.
More dangerous and more attrition/resource management-oriented, which tends to interest more players who have a desire to decrease magic, to tie in with the OP.
The problem is that this is traditionally the only way D&D seems to consider trying to make the other pillars fun.I said not make it as fun, not make it annoying and tedious![]()
I try to warn players in session0 (or even before) if we are tracking things.Having to track rations, encumbrance and even torches, I can see that being pretty challenging with the right mechanics (encumbrance would be better if it was abstracted a little more, like in Ryutama), especially if you ditch the magic that can obviate the need for those resources, but I don't think tracking arrows is really on par with that in terms of 'fun'. Tracking arrows just feel like pointless minutiae compared to the rest. It might be too gamist for some purist but maybe we could track arrow in terms of encounters instead of individual arrow.
A dessert island? Well at least they won't starve! Cavities might be a problem though...I try to warn players in session0 (or even before) if we are tracking things.
I once ran a 'lost island' game that session 2 or 3 would find the players stranded on a dessert island... I told them ahead.
I think I made that mistake on a map once and decided to run with it... chocolate rivers and geysers trees made of hard skittles like candy... cotton candy bushes.A dessert island? Well at least they won't starve! Cavities might be a problem though...