James Gasik
We don't talk about Pun-Pun
I thought so too, until I was introduced to the horror that is Leomund's Tiny Fallout Shelter.Having played this in 5e as part of the Yawning Portal, I can tell you that it does not matter if you rest or not.![]()
I thought so too, until I was introduced to the horror that is Leomund's Tiny Fallout Shelter.Having played this in 5e as part of the Yawning Portal, I can tell you that it does not matter if you rest or not.![]()
I thought so too, until I was introduced to the horror that is Leomund's Tiny Fallout Shelter.
Except there aren't any in that adventure...*Until NPCs with dispel magic turn up.
That's not what I was saying.Quite.
I disagree. My players have had enough constant pressure all day at work. They play D&D to relax.
Except there aren't any in that adventure...*
And saying "well the DM has to modify the adventure" is all well and good, but why does the DM have to do that, anyways, exactly? If the game is built around this attrition model, why does it have things like Tiny Hut that you have to work around to enforce it?
Why do I have to seed NPC's with access to a specific spell just to foil the players options? And yes, of course, I could ban or alter the proud nails- but there are so many of them!
Let's be very honest here. 5e doesn't work the way it's supposed to out of the box. Saying "well, I, as an experienced DM can wrangle it into submission" is all well and good, but not every DM has that experience, and really, it's counterproductive to have a game that doesn't work unless you fix it yourself.
In this modern age where a major video game studio can release a game full of bugs and reap the benefits of having a modding community fix it for them, this may seem normal, but I assure you, it's not! Imagine if you bought a car and discovered in order to get it to work as advertised, you had to put in your own time and labor!
I don't think anyone would be happy with that, and yet it's ok for D&D to be that way?
*When I ran the 5e version, in fact, I couldn't modify the adventure in large ways, since I was running it for our local Adventure League. This is where I ran afoul of Crawford's "a hemisphere has a floor" comment.
Which I still contend is BS- that's only true if it's a solid sphere, and last I checked, LTH isn't.
Doesn't that depend a bit?The problem, of course, is that constant pressure is absolutely exhausting.
The (rough) uniformity of resource suites in 4e D&D certainly helps with this, in that it means there is no intraparty tension. It's players vs GM, not players vs one another.Variation is important. But that thing is even harder to do, because when you take the pressure off, that's giving the classes designed around time pressure a massive leg up on the ones that are designed around consistency.
I've called this out myself, very recently, within the last couple weeks at most. I was dismissed with, in brief, "It's in our imaginations, so that doesn't matter." I found that an unproductive, thought-terminating response, but I didn't see much point in digging further on that specific thing.Except there aren't any in that adventure...*
And saying "well the DM has to modify the adventure" is all well and good, but why does the DM have to do that, anyways, exactly? If the game is built around this attrition model, why does it have things like Tiny Hut that you have to work around to enforce it?
Why do I have to seed NPC's with access to a specific spell just to foil the players options? And yes, of course, I could ban or alter the proud nails- but there are so many of them!
Let's be very honest here. 5e doesn't work the way it's supposed to out of the box. Saying "well, I, as an experienced DM can wrangle it into submission" is all well and good, but not every DM has that experience, and really, it's counterproductive to have a game that doesn't work unless you fix it yourself.
In this modern age where a major video game studio can release a game full of bugs and reap the benefits of having a modding community fix it for them, this may seem normal, but I assure you, it's not! Imagine if you bought a car and discovered in order to get it to work as advertised, you had to put in your own time and labor!
I don't think anyone would be happy with that, and yet it's ok for D&D to be that way?
Depends on exactly what definition of "hemisphere" you're using. The usual definition--as a special case of the "spherical cap"--actually does include a flat floor. Because a spherical cap is defined as all of the surface bounded by a sphere on one side of a flat plane which intersects the sphere, along with that plane itself. If that flat plane contains the sphere's center, then the spherical cap is a hemisphere. (It is also a special case of a spherical wedge, which is likewise defined as a spherical lune between two congruent semidisks, which are an angle a apart from each other; when a is π radians, the two semidisks are parallel and thus become a single disk.)*When I ran the 5e version, in fact, I couldn't modify the adventure in large ways, since I was running it for our local Adventure League. This is where I ran afoul of Crawford's "a hemisphere has a floor" comment.
Which I still contend is BS- that's only true if it's a solid sphere, and last I checked, LTH isn't.
This is one reason why I don't really advocate a "quest" approach to FRPGing.Yeah I can see that a long campaign which features a deadline often enough with every storyline/quest could feel contrived.
I would not say that, as I presented it, it does.Doesn't that depend a bit?
I mean, constant pressure in my real life is exhausting. But pressure - in the sense of being confronted by challenges/obstacles that I can't ignore - in a game seems like an aspect of playing the game.
Sure. And one of my constant frustrations with discussion of 5e is folks adamantly refusing to consider that that tension could ever exist in 5e--or, worse, that it couldn't ever be the case that the people who don't have the Phenomenal Cosmic Powers might be the ones who want those who have them to be recharged, y'know, so that they don't die (or, at least, don't stay dead).The (rough) uniformity of resource suites in 4e D&D certainly helps with this, in that it means there is no intraparty tension. It's players vs GM, not players vs one another.
Sounds like bad players or poorly set expectations. And, as I have said many times, you could simply tell them no.I have. Met them in droves when running 5E. It‘s one of the many reasons I quit running it. The players pushed to rest as often as possible and refused to push through. Town invaded? Don‘t care. Prince sacrificed? Don‘t care. If they couldn‘t start every fight as close to full as possible they‘d simply shrug and wait. They had zero interest in risk or challenge of any kind.