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D&D Beyond Releases 2023 Character Creation Data
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<blockquote data-quote="EzekielRaiden" data-source="post: 9253595" data-attributes="member: 6790260"><p>It's not PVP, but there's two very simple examples of "rules encourage X undesirable behavior", forcing DMs to police it" that both apply to 5e.</p><p></p><p>So-called "whack-a-mole" healing and the 5-minute workday.</p><p></p><p>The former is seen as enough of a problem that we've had multiple threads with dozens of pages on the subject, and the latter is enough of a problem that it was (implicitly) one of the reasons we're getting 5.5e, because most groups take too many long rests and not enough short rests, shortchanging classes like Fighter and Warlock and giving excessive power to long-rest classes.</p><p></p><p>Both things are player behaviors caused specifically by the system rewarding such behavior. So-called "whack-a-mole" healing is far more efficient than preventing characters from going down at all because there's no consequences for being briefly downed, and bonus action healing is far more efficient than main action healing--you can attack <em>and</em> bring your ally back up. Likewise, because the vast majority of healing is tied to long-rest resources and spells are action-for-action so much more powerful than what short-rest or non-rest classes can bring, every character has a major survival and success-chance incentive to long rest as frequently as possible, despite the game being designed to depend on many classes (such as Warlock) getting multiple short rests, and subclasses (such as Champion) getting lots of combat rounds, merely to <em>keep up.</em></p><p></p><p>These are well-known complaints about 5e, specifically resulting from how the system is designed, and what actions that system makes more effective vs less effective. Does that mean literally every person playing it is mind controlled to always do that specific thing and never anything else ever? No, that would be stupid. But the incentive is <em>real,</em> and it <em>actually does</em> lead a lot of people to do those things, because players aren't stupid. They want to succeed as best they can with the tools they have, and they want to suffer the fewest pitfalls or calamities they can on the road to that success.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9253595, member: 6790260"] It's not PVP, but there's two very simple examples of "rules encourage X undesirable behavior", forcing DMs to police it" that both apply to 5e. So-called "whack-a-mole" healing and the 5-minute workday. The former is seen as enough of a problem that we've had multiple threads with dozens of pages on the subject, and the latter is enough of a problem that it was (implicitly) one of the reasons we're getting 5.5e, because most groups take too many long rests and not enough short rests, shortchanging classes like Fighter and Warlock and giving excessive power to long-rest classes. Both things are player behaviors caused specifically by the system rewarding such behavior. So-called "whack-a-mole" healing is far more efficient than preventing characters from going down at all because there's no consequences for being briefly downed, and bonus action healing is far more efficient than main action healing--you can attack [I]and[/I] bring your ally back up. Likewise, because the vast majority of healing is tied to long-rest resources and spells are action-for-action so much more powerful than what short-rest or non-rest classes can bring, every character has a major survival and success-chance incentive to long rest as frequently as possible, despite the game being designed to depend on many classes (such as Warlock) getting multiple short rests, and subclasses (such as Champion) getting lots of combat rounds, merely to [I]keep up.[/I] These are well-known complaints about 5e, specifically resulting from how the system is designed, and what actions that system makes more effective vs less effective. Does that mean literally every person playing it is mind controlled to always do that specific thing and never anything else ever? No, that would be stupid. But the incentive is [I]real,[/I] and it [I]actually does[/I] lead a lot of people to do those things, because players aren't stupid. They want to succeed as best they can with the tools they have, and they want to suffer the fewest pitfalls or calamities they can on the road to that success. [/QUOTE]
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