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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="clearstream" data-source="post: 7199083" data-attributes="member: 71699"><p>For me it is a blend. The mechanics enhance and validate the roleplay. The fact that a PC can cast Fireball but <em>cannot</em> guarantee that the evil priestess will fail her saving throw - that mechanic - amplifies tension. Consequences - holding players to account via the mechanics - make the decisions of the players matter. I believe that when we ignore the mechanics and obviate consequences, we weaken our story. However, I accept that this is a balance. We have to make good choices about which mechanics we invest time in and obviously we'll have different ideas about that.</p><p></p><p></p><p>Critical Role is created for viewing entertainment. They need to ignore things like rest for the sake of their viewing audience. I don't find it representative of the art of roleplay for the players at the table.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7199083, member: 71699"] For me it is a blend. The mechanics enhance and validate the roleplay. The fact that a PC can cast Fireball but [I]cannot[/I] guarantee that the evil priestess will fail her saving throw - that mechanic - amplifies tension. Consequences - holding players to account via the mechanics - make the decisions of the players matter. I believe that when we ignore the mechanics and obviate consequences, we weaken our story. However, I accept that this is a balance. We have to make good choices about which mechanics we invest time in and obviously we'll have different ideas about that. Critical Role is created for viewing entertainment. They need to ignore things like rest for the sake of their viewing audience. I don't find it representative of the art of roleplay for the players at the table. [/QUOTE]
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A mechanical solution to the problem with rests
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