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General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="Cergorach" data-source="post: 9775245" data-attributes="member: 725"><p>Isn't Waterdeep (or any big city) not another maze? And if they kicked the hornets nest, wouldn't getting to other locations not also provide hurdles when the enemy also knows the city well or better then the party? Facing another group of thugs suddenly becomes a LOT more dangerous when they alpha-striked the first group and the next group is between them and their supplier of healing potions... I think it's about <em>educating</em> players in a different play style, for if you let this happen continuously without consequence, nothing will ever change and no matter how you redesign it, they will continue to behave this way.</p><p></p><p>And it's not all that strange if you think about it. If I go out biking, I can go full speed when I know I don't have anything important after biking, I can get home sweaty and tired, ready for some rest and relaxation. But if I know I have work, or a dinner, I'm not going to go nuts biking. When the players know that after encounter #1 they can go home for some rest and relaxation, they'll go all out on the first encounter. If they are not so sure or know they can't, they might be more frugal with their resources.</p><p></p><p>And if they're resting their long rest, they can get assaulted by even more thugs or even hired assassins...</p><p></p><p>To be honest, it's not that the system 'fails' outside of the dungeon, it's the DM that fails. You either do one encounter by design in an urban, woodland, etc. setting or you do multiple, and each choice is on the DM. And if you only do one encounter, that's not a problem imho, due to the alpha-strike nature of the characters, they can handle a pretty big encounter, just be sure you know what that is exactly before you start throwing heavy artillery in their direction. But you don't <em>have</em> too stick with only one encounter outside of the dungeon...</p><p></p><p>Think of it as an action movie: In this scene the heroes just used all their ammo and handgrenades to take out the gangmember hideout, but they called for reinforcements, which show up and chase the heroes.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 9775245, member: 725"] Isn't Waterdeep (or any big city) not another maze? And if they kicked the hornets nest, wouldn't getting to other locations not also provide hurdles when the enemy also knows the city well or better then the party? Facing another group of thugs suddenly becomes a LOT more dangerous when they alpha-striked the first group and the next group is between them and their supplier of healing potions... I think it's about [I]educating[/I] players in a different play style, for if you let this happen continuously without consequence, nothing will ever change and no matter how you redesign it, they will continue to behave this way. And it's not all that strange if you think about it. If I go out biking, I can go full speed when I know I don't have anything important after biking, I can get home sweaty and tired, ready for some rest and relaxation. But if I know I have work, or a dinner, I'm not going to go nuts biking. When the players know that after encounter #1 they can go home for some rest and relaxation, they'll go all out on the first encounter. If they are not so sure or know they can't, they might be more frugal with their resources. And if they're resting their long rest, they can get assaulted by even more thugs or even hired assassins... To be honest, it's not that the system 'fails' outside of the dungeon, it's the DM that fails. You either do one encounter by design in an urban, woodland, etc. setting or you do multiple, and each choice is on the DM. And if you only do one encounter, that's not a problem imho, due to the alpha-strike nature of the characters, they can handle a pretty big encounter, just be sure you know what that is exactly before you start throwing heavy artillery in their direction. But you don't [I]have[/I] too stick with only one encounter outside of the dungeon... Think of it as an action movie: In this scene the heroes just used all their ammo and handgrenades to take out the gangmember hideout, but they called for reinforcements, which show up and chase the heroes. [/QUOTE]
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5e System Redesign through New Classes and Setting. A Thought Experiment.
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