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Can we talk about best practices?
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<blockquote data-quote="Ovinomancer" data-source="post: 8340545" data-attributes="member: 16814"><p>So, I made a number of arguments in those posts, and you've addressed exactly none of them, instead assigning me a position I didn't take (that people don't play D&D differently) and beat up on that. There's a term for this... something about men made out of straw? It's eluding me.</p><p></p><p>No, my point is that the rules as written for 5e present a very clear way to play in a number of places and that people still play however they want. And this causes issues, because a number of people play 5e in a way not supported by the rules. You can clearly see the evidence of this in the 5e forum with the number of posts complaining about how 5e is easy mode, talking about rest changes, talking about encounter frequency and strength, talking about how this or that subsystem doesn't work, etc. The core conceit of each of these threads is the expectation that 5e supports the play the poster is trying to do and blaming the 5e rules for the failure. This is 5e's fault, for promising, nay encouraging, people to play however they want. That sets up the expectation that the rules will support multiple approaches, when, in fact, they do not, they just fail in non-spectacular ways; they <em>almost </em>work. And, the usual response to this, as demonstrated by you, is one of two things -- either a blind assumption that an optional system actually works and will fix that issue (plot points, gritty rest variant, etc), or a presentation of a changed ruleset via house/table rules as if this is what 5e presents.</p><p></p><p>5e's problem is that it's rules actually do support a specific approach to play in a number of places and it's 1) not clear on these assumptions and 2) ignores them freely in printed adventures. A specific example is the daily XP budget for encounters, how well this integrates with the rest cycle assumptions, and how it provide balance for the various recharges in the class structure. Yet, this is the one of the first and most often jettisoned assumptions in the game, and one of the most complained about (5e is easy mode, I want 1 encounter a day to mean something, rests are unbalanced, class recharge mechanics are unbalanced). Even the APs ignore this, which leads to very uneven adventure sites (some are woefully underbalanced, some are massively overburdened). It's ridiculous, because the system as presented works very well to do exactly what it says it will do, people just don't want to play that way or adjust the approach they've had since the last edition.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8340545, member: 16814"] So, I made a number of arguments in those posts, and you've addressed exactly none of them, instead assigning me a position I didn't take (that people don't play D&D differently) and beat up on that. There's a term for this... something about men made out of straw? It's eluding me. No, my point is that the rules as written for 5e present a very clear way to play in a number of places and that people still play however they want. And this causes issues, because a number of people play 5e in a way not supported by the rules. You can clearly see the evidence of this in the 5e forum with the number of posts complaining about how 5e is easy mode, talking about rest changes, talking about encounter frequency and strength, talking about how this or that subsystem doesn't work, etc. The core conceit of each of these threads is the expectation that 5e supports the play the poster is trying to do and blaming the 5e rules for the failure. This is 5e's fault, for promising, nay encouraging, people to play however they want. That sets up the expectation that the rules will support multiple approaches, when, in fact, they do not, they just fail in non-spectacular ways; they [I]almost [/I]work. And, the usual response to this, as demonstrated by you, is one of two things -- either a blind assumption that an optional system actually works and will fix that issue (plot points, gritty rest variant, etc), or a presentation of a changed ruleset via house/table rules as if this is what 5e presents. 5e's problem is that it's rules actually do support a specific approach to play in a number of places and it's 1) not clear on these assumptions and 2) ignores them freely in printed adventures. A specific example is the daily XP budget for encounters, how well this integrates with the rest cycle assumptions, and how it provide balance for the various recharges in the class structure. Yet, this is the one of the first and most often jettisoned assumptions in the game, and one of the most complained about (5e is easy mode, I want 1 encounter a day to mean something, rests are unbalanced, class recharge mechanics are unbalanced). Even the APs ignore this, which leads to very uneven adventure sites (some are woefully underbalanced, some are massively overburdened). It's ridiculous, because the system as presented works very well to do exactly what it says it will do, people just don't want to play that way or adjust the approach they've had since the last edition. [/QUOTE]
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