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D&D 2024 does not deserve to succeed
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<blockquote data-quote="Retreater" data-source="post: 9452903" data-attributes="member: 42040"><p>So what you're saying, game design is basically on the DM because the team couldn't be bothered to figure out a workable solution? In which case, why are we even playing this game? Why don't I just pull anything out of the Monster Manual and say "well, there's your fight?" Why don't I just tell my players their characters get no treasure because "it's rare and there are no guidelines?" </p><p>That might've worked in 1977. Doesn't work today. Players want better than that. DMs want better than that. </p><p>Do you know how many of my 5e campaigns have ended in TPKs? Practically all of them. The others end because it gets boring because there's no challenge. Two extremes. Because there is no guidance.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9452903, member: 42040"] So what you're saying, game design is basically on the DM because the team couldn't be bothered to figure out a workable solution? In which case, why are we even playing this game? Why don't I just pull anything out of the Monster Manual and say "well, there's your fight?" Why don't I just tell my players their characters get no treasure because "it's rare and there are no guidelines?" That might've worked in 1977. Doesn't work today. Players want better than that. DMs want better than that. Do you know how many of my 5e campaigns have ended in TPKs? Practically all of them. The others end because it gets boring because there's no challenge. Two extremes. Because there is no guidance. [/QUOTE]
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