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*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="tetrasodium" data-source="post: 8282371" data-attributes="member: 93670"><p>I think [USER=6993955]@Fenris-77[/USER] did a nice job of explaining what it <em>is</em> in post <a href="https://www.enworld.org/threads/allow-the-long-rest-recharge-to-honor-skilled-play-or-disallow-it-to-ensure-a-memorable-story.680198/post-8282361" target="_blank">309</a>, Part of what makes it difficult to define well for 5e is that the system itself is designed to fight it. Take this blurb from gygax in the 1e phb</p><p>[spoiler="skilled players"]<em>“Skilled players always make a point of knowing what they are doing, i.e. they have an objective. They co-operate – particularly at lower-levels or at higher ones when they must face some particularly stiff challenge – in order to gain their ends. Superior players will not fight everything they meet, for they realise that wit is as good a weapon as the sword or the spell. When weakened by wounds, or nearly out of spells and vital equipment, a clever party will seek to leave the dungeons in order to rearm themselves. (He who runs away lives to fight another day.) When faced with a difficult situation, skilled players will not attempt endless variations on the same theme; when they find the method of problem solving fails to work, they begin to devise other solutions. Finally, good players will refrain from pointless arguments and needless harassment of the Dungeon Master when such bog the play of the game down into useless talking. Mistakes are possible, but they are better righted through reason and logic, usually at the finish of play for the day.”</em>[/spoiler]</p><p>cooperation, teamwork, communication, having goals. All of those things are important to skilled play & there is <em>probably</em> no argument that those things <u><em>should</em></u> result in better results than a party blindly soloing near each other like a bunch of mute uncoordinated roombas with pointy things. For that to apply though it requires there to be tangible quantifiable results for doing more than "focus fire y0" & downsides for not attempting it on some level. Without those things it's closer to a kabuki theater farce than the sort of <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/CompetencePorn" target="_blank">competence porn</a> it used to be capable of demonstrating in past editions</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8282371, member: 93670"] I think [USER=6993955]@Fenris-77[/USER] did a nice job of explaining what it [I]is[/I] in post [URL='https://www.enworld.org/threads/allow-the-long-rest-recharge-to-honor-skilled-play-or-disallow-it-to-ensure-a-memorable-story.680198/post-8282361']309[/URL], Part of what makes it difficult to define well for 5e is that the system itself is designed to fight it. Take this blurb from gygax in the 1e phb [spoiler="skilled players"][I]“Skilled players always make a point of knowing what they are doing, i.e. they have an objective. They co-operate – particularly at lower-levels or at higher ones when they must face some particularly stiff challenge – in order to gain their ends. Superior players will not fight everything they meet, for they realise that wit is as good a weapon as the sword or the spell. When weakened by wounds, or nearly out of spells and vital equipment, a clever party will seek to leave the dungeons in order to rearm themselves. (He who runs away lives to fight another day.) When faced with a difficult situation, skilled players will not attempt endless variations on the same theme; when they find the method of problem solving fails to work, they begin to devise other solutions. Finally, good players will refrain from pointless arguments and needless harassment of the Dungeon Master when such bog the play of the game down into useless talking. Mistakes are possible, but they are better righted through reason and logic, usually at the finish of play for the day.”[/I][/spoiler] cooperation, teamwork, communication, having goals. All of those things are important to skilled play & there is [I]probably[/I] no argument that those things [U][I]should[/I][/U] result in better results than a party blindly soloing near each other like a bunch of mute uncoordinated roombas with pointy things. For that to apply though it requires there to be tangible quantifiable results for doing more than "focus fire y0" & downsides for not attempting it on some level. Without those things it's closer to a kabuki theater farce than the sort of [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/CompetencePorn']competence porn[/URL] it used to be capable of demonstrating in past editions [/QUOTE]
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