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6E But A + Thread
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<blockquote data-quote="Ruin Explorer" data-source="post: 9739555" data-attributes="member: 18"><p>You could do that, but is that something people who play D&D specifically actually want? Is that something that the majority of the 30m+ D&D players, the overwhelming majority of whom never played D&D before 5E want and expect from D&D? This is about 6E <em>D&D</em> specifically, not a D&D-like game.</p><p></p><p>Because I would suggest it very probably isn't something they want, and it's almost certainly not something they expect (given the overwhelming majority started TTRPGs with 5E, and probably most major videogames, boardgames and so on do "reset" resources on a rest if they have such a concept). I think that sort of change is essentially a "4E-type" change - i.e. quite specific and not necessarily generally appreciated even if good design in that specific context. And I suspect the small number of people who would highly value it as a default or major balancing point are, for the most part, already playing other RPGs and wouldn't necessarily swap back to D&D because of it.</p><p></p><p>I think 6E probably wants to keep the Long Rest model as it is, because it provides a useful reset and it actually makes the game potentially quite a lot easier to balance. Short Rests could probably do with some looking at.</p><p></p><p>I do think what you suggest would be very useful as DM options - i.e. dials - keep the default as it is (basically full reset), and then offer some options for different approaches in the DMG. If you conceptualize, standardize them and name them well enough, you could even link the options to adventures or even entire settings. I.e. For this adventure, we have assumed X recovery setting, Y magic item setting, and so on, or "this setting is designed to use X recovery setting for tonal reasons...". That would require a lot more thought and more "time to cook" than either 4E or 5E (both 2014 and 2024) got of course, because you'll need options that will stand the test of time (5E 2014's optional rules were a complete mess, clearly not playtested, very half-baked, and indeed to the point where one of them literally doesn't work mechanically the way the text says it does - we know 5E was under huge time pressure to get the books out so that's probably why).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9739555, member: 18"] You could do that, but is that something people who play D&D specifically actually want? Is that something that the majority of the 30m+ D&D players, the overwhelming majority of whom never played D&D before 5E want and expect from D&D? This is about 6E [I]D&D[/I] specifically, not a D&D-like game. Because I would suggest it very probably isn't something they want, and it's almost certainly not something they expect (given the overwhelming majority started TTRPGs with 5E, and probably most major videogames, boardgames and so on do "reset" resources on a rest if they have such a concept). I think that sort of change is essentially a "4E-type" change - i.e. quite specific and not necessarily generally appreciated even if good design in that specific context. And I suspect the small number of people who would highly value it as a default or major balancing point are, for the most part, already playing other RPGs and wouldn't necessarily swap back to D&D because of it. I think 6E probably wants to keep the Long Rest model as it is, because it provides a useful reset and it actually makes the game potentially quite a lot easier to balance. Short Rests could probably do with some looking at. I do think what you suggest would be very useful as DM options - i.e. dials - keep the default as it is (basically full reset), and then offer some options for different approaches in the DMG. If you conceptualize, standardize them and name them well enough, you could even link the options to adventures or even entire settings. I.e. For this adventure, we have assumed X recovery setting, Y magic item setting, and so on, or "this setting is designed to use X recovery setting for tonal reasons...". That would require a lot more thought and more "time to cook" than either 4E or 5E (both 2014 and 2024) got of course, because you'll need options that will stand the test of time (5E 2014's optional rules were a complete mess, clearly not playtested, very half-baked, and indeed to the point where one of them literally doesn't work mechanically the way the text says it does - we know 5E was under huge time pressure to get the books out so that's probably why). [/QUOTE]
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