...electronics boutique was after my time, but my early experiences were much the same: core games came in boxes, optional supplements were published as books, and i never even considered supplements for which i didn't already own the core game...i'm not sure whether that was an artifact of the...
...it only takes a couple of times not finding what i'm looking for, or buying something off the shelf and then getting home only to discover that it's incomplete, to dissuade going out of my way for future visits to a retail shop...
...if i have to spend the better part of an hour...
...i feel if they'd simply been named a special action instead, three-quarters of the common confusion, misinterpretation, and controversy never would have manifest: they're a fine design tool if implemented consistently...
...if we can disabuse both players and designers of the notion that...
...adjusting effect durations to support gritty rest mechanics is trivial to house-rule for balance: just bump up all effects (beyond instantaneous) by one duration, i.e. one minute -> ten minutes, ten minutes -> one hour, one hour -> eight hours, eight hours -> one day, one day -> one week...
...gritty realism with lifestyle rest mechanics works well for me: reins in both five-minute adventuring days and five-week adventuring careers but, rather than playing mother-may-i with the DM, players retain full agency over where and how they rest, with sufficient granularity for their...
...if your first game was in '77, it was either OD+D or holmes basic, so the ruleset was ambiguous and strictly RAW gameplay wasn't technically feasible nor even really comprehensible...
...bonus actions are not junior actions: they're special features limited to exactly one per turn, on your turn only (and only if available), and their design space is based upon hard choices between mutually-exclusive options...if you allow bonus actions to be performed as an action, you break...
...i think APAs are a good analogy: the content ranges from rank amateur to semi-professional, the latter of which sometimes blur the line as they transition away from the `guild to general marketplace publishers...
...by virtue of professional curation, DnDbeyond enjoys a signal-to-noise...
...mastering dungeons recently posted an insightful assessment of what the guild has become: essentially a dead-end market even for high-profile folks like keith baker...
edit: ...excepting a handful of charity PDFs independently-produced by in-house staff, i don't think wizards of the coast...
...well that feels like a big milestone migrating independently-developed content out of the DMsguild ghetto onto the higher-visibility (and officially WoTC-sanctioned, i suppose) DnDbeyond marketplace...