The post you're referencing was in direct response to the idea that "Life isn't fair" gets the response "Deal with it."
It went outside the bounds of discussing the game, and highlighted Lanefan's philosophy, which I characterized as "Mean".
Trying to pull that back into game theory and ask if...
All the problems in the world encapsulated in a single sentence!
"We should make things better than they are, now!"
"No!"
I get that it probably makes you feel rugged and individualistic and heroic or whatever... but it just comes across as being mean.
The idea of "Dungeon as Encounter" or "Dungeon as Boss" isn't "Megadungeon".
It's "The dungeon itself, independent of the enemies scattered around it, should consume player resources."
There should be traps, doors that are hard to pick, pits and gaps so wide someone needs to cast Fly or the...
RIGHT?!
Which is why Mearls is saying this kinda stuff. He's away from the constraints of WotC and is doing what he can. Not always gonna be the best, but at least he's admitted to WotC making mistakes and oversights in the game design itself.
The NPCs are designed like 4e monsters, player...
Yeah, well, I'm built different, I guess!
While you're happy to have one of your players sitting around on their cell phone or whatever for an hour or so while everyone else at the friend group hangout we built is having fun in a group activity, I'm trying to make sure everyone at the part is...
Ehhh... I disagree.
For starters: If I cast Hold Person on you and you get a saving throw at the start of your turn to resist it for that turn, at least it's still -active- on you, rather than being immediately resisted and ignored as if I hadn't cast it, a wasted turn and concentration.
So...
Oh, nah. For me it's about changing some spells and cutting others. It's not "Tradition is Bad!" it's "Tradition can occasionally lead to ignoring better design choices in favor of just maintaining momentum"
Control spells aren't the issue, it's their implementation being tied to a rigorous...
The spell list -really- needs to have a lot of the tradition cut out of it... but.
I don't think control spells are the real issue, there, so much as the structure of them being -so- stridently carried over from previous editions. Take "Hold Person" as an example.
You've got a long duration...
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So, based on the talking in this thread:
https://www.enworld.org/threads/5e-system-redesign-through-new-classes-and-setting-a-thought-experiment.715691/
I started actually working on building out the Swordmage class as a proof of concept. I built them as a half caster, capping out at 5th level...
Those are good points, @Lanefan and @zakael19... my plan was just to make sure "Kill a creature" isn't one of the options.
For Swordmage it's "Get hit by a spell and spend your reaction to absorb mana, then spend the mana on your turn". I feel like Crits are rare enough, and valued enough, to...
So one of the thoughts I had about the Swordmage, early on, was the motes of power mechanic to give them some uses for their reaction other than opportunity attacks. Absorbing motes in order to spend them on bonuses to saves or AC is a pretty classic structure. But I'm also looking at, late...