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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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<blockquote data-quote="Lyxen" data-source="post: 8505840" data-attributes="member: 7032025"><p>Because it works for the millions of people out there, obviously. It does not work for you because you are using the system at cross purpose, but if it was as flawed as you say, it would have been corrected by then.</p><p></p><p></p><p></p><p>The circumstances are not similar. I'm not forcing the game system to do something it was not designed for.</p><p></p><p></p><p></p><p>This is where you are, once again, wrong. First, consistency of the world and the story may well surpass (and indeed it does in story oriented games) consistency of rules. Moreover,, once more, 5e has "rulings over rules" because it rightly recognises that the circumstances in an open world are far more important than technical rules could be, and that there will always be difference in circumstances that might justify different local rulings. This is explained extremely well in the rules and in the SAC, but it's obviously part of the rules that you don't read because it contradicts what you expect of the game. Once more, the inconsistency here is all yours, trying to apply YOUR ideas to a system that was built along a different set of ideas.</p><p></p><p></p><p></p><p>Of course I can, the discussion IS unwarranted, since you are part of a minority that heavily criticises a system by applying paradigms of previous editions instead of those of the new one because you don't like them. So your criticism and the corresponding discussion is indeed unwarranted since it's based on something that only exists in your mind, not in the game as published, i.e. the 5e set of rules and another edition spirit</p><p></p><p></p><p></p><p>You are only talking to like minded people. Among the DMs at our tables and all the one that I've discussed with, it certainly does not make any list, we are perfectly happy with it since our players do not try to distort it for technical reasons.</p><p></p><p></p><p></p><p>And that's because no support is needed if you think about it naturally and let events happen.</p><p></p><p></p><p></p><p>And again, no, it's not, since the party does not consist only of a druid, there are other classes there, and they don't exist in a vacuum, they live in a world, with its own events and story, and no guide will EVER be able to guide you through all these elements. 5e only recognises that, and no problems occur when people are letting THESE principles guide them instead of asking themselves mechanical questions about mechanical features in isolation from the game itself.</p><p></p><p> The game is meant to be played as described, no theorised for hours by a guy trying to optimise the recovery of his druid in a complete vacuum. </p><p></p><p></p><p></p><p>Then please publish that and see how successful it is. I would certainly not buy it, I don't need it, I don't need to complicate my games and burden it for theoretical reasons. And I very much doubt that it would be a fraction as successful as a game that does not need that kind of thing to thrive, obviously.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8505840, member: 7032025"] Because it works for the millions of people out there, obviously. It does not work for you because you are using the system at cross purpose, but if it was as flawed as you say, it would have been corrected by then. The circumstances are not similar. I'm not forcing the game system to do something it was not designed for. This is where you are, once again, wrong. First, consistency of the world and the story may well surpass (and indeed it does in story oriented games) consistency of rules. Moreover,, once more, 5e has "rulings over rules" because it rightly recognises that the circumstances in an open world are far more important than technical rules could be, and that there will always be difference in circumstances that might justify different local rulings. This is explained extremely well in the rules and in the SAC, but it's obviously part of the rules that you don't read because it contradicts what you expect of the game. Once more, the inconsistency here is all yours, trying to apply YOUR ideas to a system that was built along a different set of ideas. Of course I can, the discussion IS unwarranted, since you are part of a minority that heavily criticises a system by applying paradigms of previous editions instead of those of the new one because you don't like them. So your criticism and the corresponding discussion is indeed unwarranted since it's based on something that only exists in your mind, not in the game as published, i.e. the 5e set of rules and another edition spirit You are only talking to like minded people. Among the DMs at our tables and all the one that I've discussed with, it certainly does not make any list, we are perfectly happy with it since our players do not try to distort it for technical reasons. And that's because no support is needed if you think about it naturally and let events happen. And again, no, it's not, since the party does not consist only of a druid, there are other classes there, and they don't exist in a vacuum, they live in a world, with its own events and story, and no guide will EVER be able to guide you through all these elements. 5e only recognises that, and no problems occur when people are letting THESE principles guide them instead of asking themselves mechanical questions about mechanical features in isolation from the game itself. The game is meant to be played as described, no theorised for hours by a guy trying to optimise the recovery of his druid in a complete vacuum. Then please publish that and see how successful it is. I would certainly not buy it, I don't need it, I don't need to complicate my games and burden it for theoretical reasons. And I very much doubt that it would be a fraction as successful as a game that does not need that kind of thing to thrive, obviously. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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