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General Tabletop Discussion
*Dungeons & Dragons
D&D Should Have Less HP Bloat
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<blockquote data-quote="Argyle King" data-source="post: 8270875" data-attributes="member: 58416"><p>Perhaps <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p>I like the adventure design from older editions much more. I've used a lot of old 1E and 2E adventures converted to other games. </p><p></p><p>I like the concepts in modern D&D; I simply find the implementation of them to be at odds with the game I want. </p><p></p><p>To give some context: despite being a game built much more around mythic fantasy and powerful PCs (and also having a lot of HP bloat,) I think that 4th Edition's ideas concerning encounter design were more interesting. Combat had moving parts; traps and terrain were dynamic and had some semblance of feeling like living pieces of an evolving battlefield; it was assumed that a group of pcs were fighting a group of monsters as a baseline assumption.</p><p></p><p>I had a lot of gripes about 4E's assumed playstyle and mechanics, but I could identify with the mental space from which encounter design was approached.</p><p></p><p>5E seems to have kept the HP bloat and numbers bloat of 4E, while also making a more-static game. In my view, the new edition "fixed" things by going in the wrong direction. </p><p></p><p>To tie this into my opening statement, I'll clarify my position that what I call "HP bloat" also changes the mentality behind how the rest of the game is designed and played. Defending a town from marauding goblins could (and I believe should) be an engaging story which could be the basis for an entire arc; I would much prefer that to the math-porn anime-ish approach combo of "OMG... how many rounds do I need to whack this bag of HP" & Super Sayan Leroy Jenkins rolling for initiative.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8270875, member: 58416"] Perhaps 🤷♂️ I like the adventure design from older editions much more. I've used a lot of old 1E and 2E adventures converted to other games. I like the concepts in modern D&D; I simply find the implementation of them to be at odds with the game I want. To give some context: despite being a game built much more around mythic fantasy and powerful PCs (and also having a lot of HP bloat,) I think that 4th Edition's ideas concerning encounter design were more interesting. Combat had moving parts; traps and terrain were dynamic and had some semblance of feeling like living pieces of an evolving battlefield; it was assumed that a group of pcs were fighting a group of monsters as a baseline assumption. I had a lot of gripes about 4E's assumed playstyle and mechanics, but I could identify with the mental space from which encounter design was approached. 5E seems to have kept the HP bloat and numbers bloat of 4E, while also making a more-static game. In my view, the new edition "fixed" things by going in the wrong direction. To tie this into my opening statement, I'll clarify my position that what I call "HP bloat" also changes the mentality behind how the rest of the game is designed and played. Defending a town from marauding goblins could (and I believe should) be an engaging story which could be the basis for an entire arc; I would much prefer that to the math-porn anime-ish approach combo of "OMG... how many rounds do I need to whack this bag of HP" & Super Sayan Leroy Jenkins rolling for initiative. [/QUOTE]
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