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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Ilbranteloth" data-source="post: 6973157" data-attributes="member: 6778044"><p>I certainly wouldn't agree "most" players, although you could probably make that argument for those that really enjoy 4e.</p><p></p><p>But I do agree that you have a point, although I have a bit of a different perspective on it.</p><p></p><p>Although this probably started in 2.5e (Combat & Tactics), and grew in 3/3.5e, I think 4e really defined the difference between two general (very generalized) groups in D&D. </p><p></p><p>The first is the group you're referring to, that likes to just "have fun." While not all of this group liked 4e, it catered specifically to them. "Skip the boring stuff, cut to the action." The APs play a lot toward this group as well. The game is focused on gaining levels, special abilities, and they prefer to have full use of their abilities. This is similar to both video games, and also things like MtG where everybody (every card) has special abilities, a unique niche, and plays very well to those who also like the related meta-game of character creation (build), min-maxing, etc. This is quite similar to deck building. The increasing levels and new options and abilities is similar to video games. Then you "beat the game" or complete the AP, and start a new group of characters for a new game (AP).</p><p></p><p>The second group might be called "old-school" and probably most groups playing OD&D through AD&D fit in this category. For these gamers, it's more about the campaign - the continuing adventures of a character or group of characters, building stories and a world for those stories to live. "Realism" and role-playing are the more important aspects to the game. Gaining new abilities is OK, but not essential. Figuring out how to continue and succeed when not at peak hp, sandbox play to some degree or another, and things like getting supplies, wilderness travel and adventure, resource management, etc. are common.</p><p></p><p>In my campaign, I've eliminated the short rest/long rest problem with a very simple observation. People are creatures of habit. We get up and like our coffee, or breakfast, or whatever. We like a break from what we're doing every once and a while, lunch, dinner, and stop for the day and get a good sleep. There's some variability, but whether you're at work or on vacation, the general order of the day remains the same. </p><p></p><p>In the first group, while playing an adventure path, a character might go from 1st to 15th level in a matter of 3 or 4 months of game play. You're expected to level up every two or three sessions.</p><p></p><p>In the second group, level advancement can be slower, sometimes very slow (like my campaigns). I compare it to a TV series, or superhero series. Superman doesn't keep gaining levels and abilities. He's generally had the same abilities for 60 years of comics, TV series and movies. It's all about the stories, the current challenge, the current villains and their schemes. A character's flaws and the lack of necessary resources are all exciting challenges to be overcome. Clever solutions are often needed because you generally don't have all of the abilities to easily kill every monster.</p><p></p><p>There are a lot of variations between these, of course. But to state that is wrong. There's certainly a log of people that like that, but it's far from "nobody." Because for some of us the rules aren't defining the world. Instead, the rules (usually through some tweaking, but sometimes just interpretation) support the world. </p><p></p><p>I, firmly in the second camp, don't actually have a problem with the fast healing of hp in 5e. I really see the first level of hp as your actually physical health. The rest represent stamina and skill (from training), and a bit of luck. So regaining that after resting makes sense to me, both immediately following a combat, and also a full rest at night. Instead, I have an injury system using the Exhaustion Track that supplements it (which I explained a bit more in this thread). Because I want the rules to support an NPC that is too injured to help the PCs, but can't easily be healed by magic either.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6973157, member: 6778044"] I certainly wouldn't agree "most" players, although you could probably make that argument for those that really enjoy 4e. But I do agree that you have a point, although I have a bit of a different perspective on it. Although this probably started in 2.5e (Combat & Tactics), and grew in 3/3.5e, I think 4e really defined the difference between two general (very generalized) groups in D&D. The first is the group you're referring to, that likes to just "have fun." While not all of this group liked 4e, it catered specifically to them. "Skip the boring stuff, cut to the action." The APs play a lot toward this group as well. The game is focused on gaining levels, special abilities, and they prefer to have full use of their abilities. This is similar to both video games, and also things like MtG where everybody (every card) has special abilities, a unique niche, and plays very well to those who also like the related meta-game of character creation (build), min-maxing, etc. This is quite similar to deck building. The increasing levels and new options and abilities is similar to video games. Then you "beat the game" or complete the AP, and start a new group of characters for a new game (AP). The second group might be called "old-school" and probably most groups playing OD&D through AD&D fit in this category. For these gamers, it's more about the campaign - the continuing adventures of a character or group of characters, building stories and a world for those stories to live. "Realism" and role-playing are the more important aspects to the game. Gaining new abilities is OK, but not essential. Figuring out how to continue and succeed when not at peak hp, sandbox play to some degree or another, and things like getting supplies, wilderness travel and adventure, resource management, etc. are common. In my campaign, I've eliminated the short rest/long rest problem with a very simple observation. People are creatures of habit. We get up and like our coffee, or breakfast, or whatever. We like a break from what we're doing every once and a while, lunch, dinner, and stop for the day and get a good sleep. There's some variability, but whether you're at work or on vacation, the general order of the day remains the same. In the first group, while playing an adventure path, a character might go from 1st to 15th level in a matter of 3 or 4 months of game play. You're expected to level up every two or three sessions. In the second group, level advancement can be slower, sometimes very slow (like my campaigns). I compare it to a TV series, or superhero series. Superman doesn't keep gaining levels and abilities. He's generally had the same abilities for 60 years of comics, TV series and movies. It's all about the stories, the current challenge, the current villains and their schemes. A character's flaws and the lack of necessary resources are all exciting challenges to be overcome. Clever solutions are often needed because you generally don't have all of the abilities to easily kill every monster. There are a lot of variations between these, of course. But to state that is wrong. There's certainly a log of people that like that, but it's far from "nobody." Because for some of us the rules aren't defining the world. Instead, the rules (usually through some tweaking, but sometimes just interpretation) support the world. I, firmly in the second camp, don't actually have a problem with the fast healing of hp in 5e. I really see the first level of hp as your actually physical health. The rest represent stamina and skill (from training), and a bit of luck. So regaining that after resting makes sense to me, both immediately following a combat, and also a full rest at night. Instead, I have an injury system using the Exhaustion Track that supplements it (which I explained a bit more in this thread). Because I want the rules to support an NPC that is too injured to help the PCs, but can't easily be healed by magic either. [/QUOTE]
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