Sure, you can play D&D like a boardgame, but of all the playstyles you can engage with D&D, boardgame is the one D&D is the worst at. It's just not good. If I want to play a boardgame, I'm going to pull out a real boardgame that is designed to be a lot of fun, not D&D.I have played games and sessions in PF2 and ICON where the the underlying world just didn't matter to my enjoyment; playtest sessions, pure 'run through this gauntlet of fights', locking in for a hard boss fight.
Unless the party is evil, it's going to matter to them some way, some how. If the party is evil, the hero(not villain) getting away is going to matter to them in a different way, because an evil party has different priorities.And? Skip to the part going into why it matters after she's dead?
Quoted for truth!I agree that there are issues and I agree that a day of time passing often is not a meaningful cost, but I also do not think that any RPG can function if the players do not care about the fiction at all.
The concern may be that some groups after an encounter would/could wait 24 hours and THEN take a long rest.There is also the blatant disregard for Rules as Intended and exploiting vageuness in Rules as Written. If the rule say you cannot take more than one long rest in less than 24 hours, it is obvious to me that the rule was put in to ensure you are not long resting after every single encounter, further supported by existence of short rest. which would not be necessary if the game wanted you to spam the long rest. Players who want to disregard that need to be talked to about the spirit of the rules vs the text, and if that is not enough, be told to leave the table.
Sure, but for such players that's the GM's fault for intentionally making the game less fun for them.Probably not if they come at such consistency that it prevents them from getting their long rests in, oh no, the bounty hunters who are out to capture those now-illegal adventurers specifically carry around scrolls of anti-tiny hut dispell magic? It’s the consequences of your inactions!
Talisman? Heroquest?Sure, you can play D&D like a boardgame, but of all the playstyles you can engage with D&D, boardgame is the one D&D is the worst at. It's just not good. If I want to play a boardgame, I'm going to pull out a real boardgame that is designed to be a lot of fun, not D&D.
So, everyone except WotC then?One other thing I believe that is a major change in the culture of D&D today is that many of the players and DMS are gamers from the era when dungeons in video games are different.
Floor clear to rest dungeons.
Basically you come to every floor of the dungeon with full resour.
You travel from the city to the forest fighting the monsters on the way. Before you get to the forest you rest.
You travel through the forest to the cave area fighting all the monsters on the way. Before you go to the cave you rest.
You get to the cave. You kill the goblin guards. You rest
Enter the cave and killed the goblins on the first level of the cave. You rest
You go down to the second level of the cave to find the goblin boss fully rested and you unload on whatever cheesy abilities you have and it has.
And this model you enter every fight with all of your resources.
This is different from the traditional attrition model because you host to fight the entire quest with only 1 reset rest. So you're supposed to be able to fight the goblin boss at 20% power.
A goblin boss designed to be fought at 20% power is different from a goblin boss designed to be fought at 50% power which is different from a goboin boss designed to be fought at 100% power.
Video game pacing is another thing that is piled upon the other aspects session time, character complexity, and character tracking which makes it difficult to run attrition gameplay.
I think the truth issue is that attrition gameplay might require simple characters and monsters which isn't profitable for a large company.
So my hot take is:
Attrition-based dungeon gameplay cannot be a major companies main gameplay Style unless they engage in heavy marketing and rely on alternative streams of profits. Attrition based gunplay is probably best left for the kickstarters and smaller companies who intend to make all their money up front and then invest into another game afterwards
Is there anything you can do differently?Interesting. If we were to adjust the dials on encounter creation so that every fight (especially boss fights) assumes the PCs are at 100% power, what should we do differently?
Which games? I can't think of any that work quite how you describe.One other thing I believe that is a major change in the culture of D&D today is that many of the players and DMS are gamers from the era when dungeons in video games are different.
Floor clear to rest dungeons.

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