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<blockquote data-quote="EzekielRaiden" data-source="post: 9206278" data-attributes="member: 6790260"><p>Yes, there is. The thing wrong with it is that it explicitly, by the designers' own admission, sidelines characters which get little to no benefit from such tactics.</p><p></p><p>Which, apart from 4e, has always been the martial characters. Those characters inherently get to have less fun this way. And that's not even touching on the "so that's five encounters in a row that the Druid and my Wizard have completely nixed" type problem, aka "wishing the encounter away" as noted in a previous thread.</p><p></p><p>The thing wrong with the 5MWD is that it short-circuits <em>actually playing the game</em>. As I said in the other thread, it is the result of failing to match tasks with outcomes. Players substitute a trivial, no-effort task for the non-trivial, effortful task because <em>why wouldn't you?</em> But that is, very literally, choosing not to have fun in order to win more often.</p><p></p><p>Giving players the ability to choose to have less fun <em>in order to</em> win more often is a mark of bad game design.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9206278, member: 6790260"] Yes, there is. The thing wrong with it is that it explicitly, by the designers' own admission, sidelines characters which get little to no benefit from such tactics. Which, apart from 4e, has always been the martial characters. Those characters inherently get to have less fun this way. And that's not even touching on the "so that's five encounters in a row that the Druid and my Wizard have completely nixed" type problem, aka "wishing the encounter away" as noted in a previous thread. The thing wrong with the 5MWD is that it short-circuits [I]actually playing the game[/I]. As I said in the other thread, it is the result of failing to match tasks with outcomes. Players substitute a trivial, no-effort task for the non-trivial, effortful task because [I]why wouldn't you?[/I] But that is, very literally, choosing not to have fun in order to win more often. Giving players the ability to choose to have less fun [I]in order to[/I] win more often is a mark of bad game design. [/QUOTE]
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