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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="Stoutstien" data-source="post: 8505857" data-attributes="member: 7020569"><p>I tend to purposely seek out people who disagree with me about conceptual game design because it's good for actually discovering better ways of running the game. I can make sure games using a bad system are fun but I'd rather have a fun game with a good system.</p><p></p><p>Tell me when a short rest has started when it hasn't been completed. Don't matter what flowery language you slap on whatever story you're trying to tell that's a pretty simple concept that's also important. It's extremely immersion breaking when you have to stop and work backwards to figure out something like that. there's also no way of knowing the answer. Resting is only defined based on when it's completed. Which the game doesn't support because it is an action resolution system.</p><p> You can set all the complex comparison between classes aside and go down this simple problem. You can tell yourself your games are ran so good that players are unaware of all the mechanical interactions and it might even be true but ...really? Players enjoy doing really cool stuff but it's only cool if it has limitations or else there's no point. People play these systems because there is some universal understood agreement on how the world is structured. And as you said if you don't like that there's plenty of systems out there for you that don't need these structures in place but D&D is just not one of them. If you're going to pretend a system it's going to check all the boxes you got to include all the boxes.</p><p></p><p>If the entire thread is based on the premise that people are noticing some kind of break in their understood level of balance in their game caused by inconsistencies and recovery rates and you don't have this problem then your game is obviously ran in a format that this isn't an issue. Pointing out the fact that you don't have this issue doesn't alleviate the problem. nor address it even. Saying that players shouldn't be focused on something that, based on this and other form activities, they are acutely aware of isn't helpful. If your opinion that short rest classes have no noticeable difference depending on the pacing of your game that's your opinion and it's acknowledged. I personally believe there's enough people who frequently threads that are looking for potential solutions this problem though to merit it.</p></blockquote><p></p>
[QUOTE="Stoutstien, post: 8505857, member: 7020569"] I tend to purposely seek out people who disagree with me about conceptual game design because it's good for actually discovering better ways of running the game. I can make sure games using a bad system are fun but I'd rather have a fun game with a good system. Tell me when a short rest has started when it hasn't been completed. Don't matter what flowery language you slap on whatever story you're trying to tell that's a pretty simple concept that's also important. It's extremely immersion breaking when you have to stop and work backwards to figure out something like that. there's also no way of knowing the answer. Resting is only defined based on when it's completed. Which the game doesn't support because it is an action resolution system. You can set all the complex comparison between classes aside and go down this simple problem. You can tell yourself your games are ran so good that players are unaware of all the mechanical interactions and it might even be true but ...really? Players enjoy doing really cool stuff but it's only cool if it has limitations or else there's no point. People play these systems because there is some universal understood agreement on how the world is structured. And as you said if you don't like that there's plenty of systems out there for you that don't need these structures in place but D&D is just not one of them. If you're going to pretend a system it's going to check all the boxes you got to include all the boxes. If the entire thread is based on the premise that people are noticing some kind of break in their understood level of balance in their game caused by inconsistencies and recovery rates and you don't have this problem then your game is obviously ran in a format that this isn't an issue. Pointing out the fact that you don't have this issue doesn't alleviate the problem. nor address it even. Saying that players shouldn't be focused on something that, based on this and other form activities, they are acutely aware of isn't helpful. If your opinion that short rest classes have no noticeable difference depending on the pacing of your game that's your opinion and it's acknowledged. I personally believe there's enough people who frequently threads that are looking for potential solutions this problem though to merit it. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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