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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="The Crimson Binome" data-source="post: 6955971" data-attributes="member: 6775031"><p>Which is the issue at hand, is that the designers just don't <em>care</em>. The whole point of AD&D 2E, and why it was so popular, was that it told you how the <em>world</em> worked. It gave you lots of detailed worlds, with key differences between them, and extrapolated those changes out into the larger scale.</p><p></p><p>The reason why <em>Dark Sun</em> is scary is that there's not really any access to divine magic, which explicitly means there's no magical healing available, which means you're much more likely to die if you get into combat. Getting hit by a sword is a serious thing! You should avoid that!</p><p></p><p>The mechanics of an RPG reflect how the game world actually works. If getting hit by a sword is something that you can sleep off overnight, then that represents a game world that's substantially harder to buy into, compared to a world where you need a week of bed-rest (or magic) before you can recover from a sword wound.</p><p>Some people have fun killing monsters, and 4E was good for that. Some people have fun pretending to be a cool hero who goes on rad adventures, and 2E was good for that. You're right, it's silly to go on when you aren't at full health when it's so easy to rest; so in order for combat to have any real meaning, so that it changes how you play and creates a dynamic adventure, it's imperative that it <em>not</em> be so easy to rest - that characters have a reason to continue on while they aren't at full health! If you have to wait an hour before you're back at full, then that's not much incentive to press onward; if you have to wait a week or more, then that starts to get to the point where you can't afford to lose that much time.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6955971, member: 6775031"] Which is the issue at hand, is that the designers just don't [I]care[/I]. The whole point of AD&D 2E, and why it was so popular, was that it told you how the [I]world[/I] worked. It gave you lots of detailed worlds, with key differences between them, and extrapolated those changes out into the larger scale. The reason why [I]Dark Sun[/I] is scary is that there's not really any access to divine magic, which explicitly means there's no magical healing available, which means you're much more likely to die if you get into combat. Getting hit by a sword is a serious thing! You should avoid that! The mechanics of an RPG reflect how the game world actually works. If getting hit by a sword is something that you can sleep off overnight, then that represents a game world that's substantially harder to buy into, compared to a world where you need a week of bed-rest (or magic) before you can recover from a sword wound. Some people have fun killing monsters, and 4E was good for that. Some people have fun pretending to be a cool hero who goes on rad adventures, and 2E was good for that. You're right, it's silly to go on when you aren't at full health when it's so easy to rest; so in order for combat to have any real meaning, so that it changes how you play and creates a dynamic adventure, it's imperative that it [I]not[/I] be so easy to rest - that characters have a reason to continue on while they aren't at full health! If you have to wait an hour before you're back at full, then that's not much incentive to press onward; if you have to wait a week or more, then that starts to get to the point where you can't afford to lose that much time. [/QUOTE]
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