mamba
Legend
is the first one supposed to be a short rest?
- The Arcane Recovery class feature lets you Recharge all of your spell levels once per long rest as an Action.
- All spell slots automatically Recharge after a Long Rest.
is the first one supposed to be a short rest?
- The Arcane Recovery class feature lets you Recharge all of your spell levels once per long rest as an Action.
- All spell slots automatically Recharge after a Long Rest.
I didn't say is not core, I said does not matter. They certainly haven't said that.IMO, whether you like it or not, their design speaks for itself. I'm not aware of them having claimed that realism is core to 5e, so why do you consider their not outright stating that less than honest? Why would you need them to tell you something you already seem to know? D&D has never been a hard realism game. Admittedly, in the past it had a few more nods to realism (which plenty of groups ignored, often due to tedium), but there are far better games for realism out there than any edition of D&D.
But WotC's target audience is everyone. That the problem. It skews their design into a bland mass.If 50% of players dislike the rule and 50% love it, then it's a bad rule for the core ruleset. It would likely be a good optional rule (for the 50% that may love it), but not a core rule (because 50% find it tedious).
Keep in mind that I'm referring to a target audience. If the 50% that dislike it are folks who probably wouldn't play your game even if you removed that rule and dispatched ninjas to make them play, then that's effectively 100% of your target audience being good with it, meaning it's an acceptable (or better) rule.
poor design, and you will notice by almost no one using it that this is pretty much a universal feelingWould you consider this good game design, or poor game design?
Have you ever known a group where one person tracks everyone's encumbrance or components? I've never even heard of such a group. That works fine for some aspects, like mapping, but it certainly isn't a panacea for tedium.No, it just means - given that the work has to be done - one individual gets stuck doing all of it.
One could say that's exactly what's happened to D&D over the editions: tracking resources used to be a key part of the game in the early days and has slowly been whittled away since, as has the whole idea of long-term attrition of other resources e.g. hit points.
Sad.
As I said in the encumbrance thread, the ongoing problem here is the design structure. Encumbrance, logistics, materiel...these things very frequently exist solely in what I'll call "punitive" design, as opposed to "rewarding" design. That is, their mechanical contribution is solely that a failure to react correctly causes something undesirable to happen, as opposed to success at doing the correct thing(s) causing something desirable to happen.No, it just means - given that the work has to be done - one individual gets stuck doing all of it.
One could say that's exactly what's happened to D&D over the editions: tracking resources used to be a key part of the game in the early days and has slowly been whittled away since, as has the whole idea of long-term attrition of other resources e.g. hit points.
Sad.
Sure. That's the point. Tedium used as an attempt to discourage degenerate strategy (=to "balance powerful effects") is a bad design approach. Both this and the previous are examples of this rule of thumb in action.poor design, and you will notice by almost no one using it that this is pretty much a universal feeling
Er...what? The fact that people think it's a bad idea means it's a good idea? That's...curious logic, to say the least.Yes.
Just the fact that so many voted 'no' does prove it works.
But the question is oddly worded.
this is comically absurd logic.Yes.
Just the fact that so many voted 'no' does prove it works.
Same difference. The core is what the game is about. If it's not core to the design, then it doesn't really matter. Especially with something like realism, how do you implement that without it being core (apart from the occasional head nod, which still exist)?I didn't say is not core, I said does not matter. They certainly haven't said that.
Spell Law details Magic Minutiae including Verbal, Somatic, Symbolic and Physical Components, Physical Ingredients give a bonus to spell gain rolls, theres also a couple of pages on Herbs that give various effects (like x3 Power Points etc)Y'know, I'm trying to wrack my brain, but I don't think I've run across any other RPG beyond the AD&D series where spell components are even mentioned. Even really crunchy games like Rolemaster.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.