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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="hawkeyefan" data-source="post: 8284602" data-attributes="member: 6785785"><p>Okay, yes, in that sense I agree.</p><p></p><p></p><p></p><p>Oh, absolutely....if they want to avoid that temptation or stumbling block, then yes, it's a huge obstacle. But if they're not concerned with it, then it's actually a feature and not a bug. </p><p></p><p>If you do want to avoid those things, then it takes a lot of discipline and self awareness because the game does not do a lot to help a GM to avoid these kinds of things.</p><p></p><p>I have the benefit of having played RPGs with most of my players since we were kids, and so our table expectations and preferences are known to me, and my players trust me as a GM. That lets me tailor things to their wants without even really thinking about it (hence why I'm looking back at Curse of Strahd now and kind of realizing things about it after the fact).</p><p></p><p></p><p></p><p>Sure, to some extent. But there are rules that can remove it, right? </p><p></p><p>Like look at Morale from B/X type D&D. Does the NPC flee or stay and fight? The Morale rules remove that decision from the GM and leave it up to the die roll. The GM doesn't get to say "oh but a fight would be more fun or meaningful at this point" unless he totally discards the rules and just does what he wants.</p><p></p><p>5E has almost nothing like that. So there is no need to ignore rules for a GM to do what they want.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8284602, member: 6785785"] Okay, yes, in that sense I agree. Oh, absolutely....if they want to avoid that temptation or stumbling block, then yes, it's a huge obstacle. But if they're not concerned with it, then it's actually a feature and not a bug. If you do want to avoid those things, then it takes a lot of discipline and self awareness because the game does not do a lot to help a GM to avoid these kinds of things. I have the benefit of having played RPGs with most of my players since we were kids, and so our table expectations and preferences are known to me, and my players trust me as a GM. That lets me tailor things to their wants without even really thinking about it (hence why I'm looking back at Curse of Strahd now and kind of realizing things about it after the fact). Sure, to some extent. But there are rules that can remove it, right? Like look at Morale from B/X type D&D. Does the NPC flee or stay and fight? The Morale rules remove that decision from the GM and leave it up to the die roll. The GM doesn't get to say "oh but a fight would be more fun or meaningful at this point" unless he totally discards the rules and just does what he wants. 5E has almost nothing like that. So there is no need to ignore rules for a GM to do what they want. [/QUOTE]
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