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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Flexor the Mighty!" data-source="post: 7455824" data-attributes="member: 1013"><p>Mostly simplicity and I personally found 5e to be easy mode D&D at my table, after about 5th level there wasn't much challenge unless they rushed an obvious TPK. So i was having to rework a lot of published material that I used since I lack the time to really write up full campaigns and at that point I was spending as much time reworking as if I was writing it myself. Old style healing is part of it, when you embrace the healing nature of 5e it becomes a bit too over the top for me. The running joke was a good nights sleep cures cancer. I started with red box basic and while 5e had a lot of nods to the classic game it had a bunch of stuff that I found hard to take seriously. </p><p></p><p>S&W is more seat of my pants but I don't mind that at the table and I want less staring at sheets trying to perfectly time feat combos and more tell me what you want to do and we will figure it out. Plus meat grinder dungeons work better in the older editions and this is a game that is more players vs dungeon/referee. And it hits my nostalgia button no doubt. </p><p></p><p>But my opinion on meta-gaming is that I expect players to use their knowledge to improve their chance of succeeding and having fun at the table. I view it as a game first and foremost. A fun game with action, adventure, exploration, and story that comes out of all that. I don't sweat why a player uses action surge at this point and why he can't do it again until he gets some shut eye. I just figure he had the last little bit of reserves to throw at it when the key moment arrived. Later when the story comes together its not that important to me why the fighter had that burst, but that he did and evil was vanquished.</p></blockquote><p></p>
[QUOTE="Flexor the Mighty!, post: 7455824, member: 1013"] Mostly simplicity and I personally found 5e to be easy mode D&D at my table, after about 5th level there wasn't much challenge unless they rushed an obvious TPK. So i was having to rework a lot of published material that I used since I lack the time to really write up full campaigns and at that point I was spending as much time reworking as if I was writing it myself. Old style healing is part of it, when you embrace the healing nature of 5e it becomes a bit too over the top for me. The running joke was a good nights sleep cures cancer. I started with red box basic and while 5e had a lot of nods to the classic game it had a bunch of stuff that I found hard to take seriously. S&W is more seat of my pants but I don't mind that at the table and I want less staring at sheets trying to perfectly time feat combos and more tell me what you want to do and we will figure it out. Plus meat grinder dungeons work better in the older editions and this is a game that is more players vs dungeon/referee. And it hits my nostalgia button no doubt. But my opinion on meta-gaming is that I expect players to use their knowledge to improve their chance of succeeding and having fun at the table. I view it as a game first and foremost. A fun game with action, adventure, exploration, and story that comes out of all that. I don't sweat why a player uses action surge at this point and why he can't do it again until he gets some shut eye. I just figure he had the last little bit of reserves to throw at it when the key moment arrived. Later when the story comes together its not that important to me why the fighter had that burst, but that he did and evil was vanquished. [/QUOTE]
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