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Level Up: Advanced 5th Edition (A5E)
A Sneak Peek At Magic
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<blockquote data-quote="Starfox" data-source="post: 8158834" data-attributes="member: 2303"><p>The rules present a default in different categories, resource management is one such a category. You seem to want more resource management, I want less. Both are valid views. Just as I don't want rules creep in the direction of more resource management and argue against what I see as you trying to get that into the rules, you argue the opposite. This is not a reason for name-calling or bluster, it is just about small, marginal changes that are easily houseruled.</p><p></p><p>5E as published is a game without much memory from session to session (assuming a long rest between sessions). I quite like that, as it makes the game easier to run, and I think this is a good default mode. Of course, some things do linger (death, petrification), but the fewer the better, in my view. But I can understand the desire for a gritter game with more serious consequences - you can go all the way to Harnmaster where even minor wounds could lead to death by infection months down the line. Or you could go the other way to Toon where getting "killed" forces the player to leave the table for 1 minute and then return at full health (from memory). Its a full spectrum of tastes with no "badwrongfun". I just happen to like the default assumptions of 5E and want to keep them in a game that purports to be a development of 5E. As 5E is a very popular game I assume that the premises it is designed on are also popular and should not be casually changed.</p><p></p><p>Optional rules present in a game should be as self-contained as possible. That is, one optional rule should be able to stand on its own without forcing other changes to the game. This allows players to consider each rule for inclusion individually. Thus I think that a rule with grittier healing should contain any needed changes to spells in that rule, and not change how spells in general work.</p></blockquote><p></p>
[QUOTE="Starfox, post: 8158834, member: 2303"] The rules present a default in different categories, resource management is one such a category. You seem to want more resource management, I want less. Both are valid views. Just as I don't want rules creep in the direction of more resource management and argue against what I see as you trying to get that into the rules, you argue the opposite. This is not a reason for name-calling or bluster, it is just about small, marginal changes that are easily houseruled. 5E as published is a game without much memory from session to session (assuming a long rest between sessions). I quite like that, as it makes the game easier to run, and I think this is a good default mode. Of course, some things do linger (death, petrification), but the fewer the better, in my view. But I can understand the desire for a gritter game with more serious consequences - you can go all the way to Harnmaster where even minor wounds could lead to death by infection months down the line. Or you could go the other way to Toon where getting "killed" forces the player to leave the table for 1 minute and then return at full health (from memory). Its a full spectrum of tastes with no "badwrongfun". I just happen to like the default assumptions of 5E and want to keep them in a game that purports to be a development of 5E. As 5E is a very popular game I assume that the premises it is designed on are also popular and should not be casually changed. Optional rules present in a game should be as self-contained as possible. That is, one optional rule should be able to stand on its own without forcing other changes to the game. This allows players to consider each rule for inclusion individually. Thus I think that a rule with grittier healing should contain any needed changes to spells in that rule, and not change how spells in general work. [/QUOTE]
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