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<blockquote data-quote="doctorbadwolf" data-source="post: 8001651" data-attributes="member: 6704184"><p>That is absolutely not what I said. I said that I don't think environmental storytelling and a game where combat becomes a whole thing are a good mix. </p><p>I literally said that I prefer a combat-light game for environmental storytelling.</p><p></p><p>And I think 5e also does event based adventures at least as well as it does site-based adventures. It just provides the resource attritiion framework to make site-based adventures work better than they did in 4e, but because classes are asymetrical in resources and recharge timers, 5e has more of a reliance on a specific number of encounters per day to be balanced. It improves (but does not fix) 4e's problem of too-involved combat making site-based play tedious unless all fights are avoided, however. </p><p></p><p>But the game runs very very well when resources aren't a significant part of adventure design. I know from several years of running the game that way. It doesn't actually matter that the wizard and monk and rogue are on totally different resource models when the danger pretty much never comes from running out of resources. What matters is how hard it is to kill each character, and how much they can contribute to a scene, and the biggest balance issue in 5e becomes the fact that fighters have fewer non-combat resources to allow them to be good at doing a wide range of things. I give my players a bonus feat at level 1, and Skilled and Prodigy are two of the most common feats taken, for this reason. I also offer a bonus skill when needed if someone makes a real meathead characters like a champion fighter. It helps. </p><p></p><p>But the long rest wizard, short rest monk, and at-will all day rogue have no discernible balance issues in my games, whereas the issues are plain as day when I join a game that uses dungeon style design but doesn't hit close enough to the 6 encounters a day guideline or find some other way to drain party resources.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8001651, member: 6704184"] That is absolutely not what I said. I said that I don't think environmental storytelling and a game where combat becomes a whole thing are a good mix. I literally said that I prefer a combat-light game for environmental storytelling. And I think 5e also does event based adventures at least as well as it does site-based adventures. It just provides the resource attritiion framework to make site-based adventures work better than they did in 4e, but because classes are asymetrical in resources and recharge timers, 5e has more of a reliance on a specific number of encounters per day to be balanced. It improves (but does not fix) 4e's problem of too-involved combat making site-based play tedious unless all fights are avoided, however. But the game runs very very well when resources aren't a significant part of adventure design. I know from several years of running the game that way. It doesn't actually matter that the wizard and monk and rogue are on totally different resource models when the danger pretty much never comes from running out of resources. What matters is how hard it is to kill each character, and how much they can contribute to a scene, and the biggest balance issue in 5e becomes the fact that fighters have fewer non-combat resources to allow them to be good at doing a wide range of things. I give my players a bonus feat at level 1, and Skilled and Prodigy are two of the most common feats taken, for this reason. I also offer a bonus skill when needed if someone makes a real meathead characters like a champion fighter. It helps. But the long rest wizard, short rest monk, and at-will all day rogue have no discernible balance issues in my games, whereas the issues are plain as day when I join a game that uses dungeon style design but doesn't hit close enough to the 6 encounters a day guideline or find some other way to drain party resources. [/QUOTE]
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