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D&D is a drag race, think of climbing as a cantrip, and the rogue would be better at lock picking if it could only pick a few locks per day.
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<blockquote data-quote="Willie the Duck" data-source="post: 9354364" data-attributes="member: 6799660"><p>There's a problem there because people keep complaining that there is a problem. We all know <em>'the 5/15 minute workday,'</em> and <em>'you can always go out and rest,'</em> and <em>'who actually plays dungeon-crawls these days?'</em> and <em>'did anyone ever actually play name-level keep & follower game?'</em> and any number of other short-hands for differing play experiences that have become positively memetic. Things like that don't become iconic terminology because one random crank has a problem with something -- it happens because more than a few do and find a common language when they share their common complaints. </p><p></p><p></p><p>I'm going to start off by saying that D&D is quite safe from the machinations of this thread. However the OP framed it, the subtextual reality is this thread is just jawing about alternative proposals of how one might have made the game/how one might homebrew a solution to a perceived problem. </p><p></p><p>Either way, I'm not sure I agree. D&D, if it 'is*' anything*, I would say it is a game of adventuring in a fantasy word, and that it utilizes attrition and resource management to facilitate that (and where attrition and resource management are imperfect at doing so are points of weakness in the design framework). Even if it is, if a game perfectly exemplifies a pre-declared set of operational design parameters, but those design parameters don't facilitate a gameplay people find beneficial, that purity of execution doesn't make the game less suboptimal for their use. <em><span style="font-size: 10px">*and here again I think we're faced with a half-century of the game trying to be all things to all people. </span></em></p><p></p><p>Regardless, I'm not really worried about whether a game is "bad at it's core design purpose." I'm not here to cast judgment or even give thumbs up/down, X out of Y stars, etc. This isn't an awards show and no one is going home with a prize. Peoples' enjoyment of their own gameplay is (IMO) the overarching goal here. If we find proposals that help meet that end, that's how I think we accomplish something here*.</p><p><span style="font-size: 10px"><em>*although again I think we're really just mostly jawing for the sake of it.</em></span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9354364, member: 6799660"] There's a problem there because people keep complaining that there is a problem. We all know [I]'the 5/15 minute workday,'[/I] and [I]'you can always go out and rest,'[/I] and [I]'who actually plays dungeon-crawls these days?'[/I] and [I]'did anyone ever actually play name-level keep & follower game?'[/I] and any number of other short-hands for differing play experiences that have become positively memetic. Things like that don't become iconic terminology because one random crank has a problem with something -- it happens because more than a few do and find a common language when they share their common complaints. I'm going to start off by saying that D&D is quite safe from the machinations of this thread. However the OP framed it, the subtextual reality is this thread is just jawing about alternative proposals of how one might have made the game/how one might homebrew a solution to a perceived problem. Either way, I'm not sure I agree. D&D, if it 'is*' anything*, I would say it is a game of adventuring in a fantasy word, and that it utilizes attrition and resource management to facilitate that (and where attrition and resource management are imperfect at doing so are points of weakness in the design framework). Even if it is, if a game perfectly exemplifies a pre-declared set of operational design parameters, but those design parameters don't facilitate a gameplay people find beneficial, that purity of execution doesn't make the game less suboptimal for their use. [I][SIZE=2]*and here again I think we're faced with a half-century of the game trying to be all things to all people. [/SIZE][/I] Regardless, I'm not really worried about whether a game is "bad at it's core design purpose." I'm not here to cast judgment or even give thumbs up/down, X out of Y stars, etc. This isn't an awards show and no one is going home with a prize. Peoples' enjoyment of their own gameplay is (IMO) the overarching goal here. If we find proposals that help meet that end, that's how I think we accomplish something here*. [SIZE=2][I]*although again I think we're really just mostly jawing for the sake of it.[/I][/SIZE] [/QUOTE]
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D&D is a drag race, think of climbing as a cantrip, and the rogue would be better at lock picking if it could only pick a few locks per day.
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