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Darkvision Ruins Dungeon-Crawling
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<blockquote data-quote="Li Shenron" data-source="post: 9551175" data-attributes="member: 1465"><p>You make a very good point... D&D has long been full of "handwave items" or abilities that can totally negate the need to worry about one limitation or resource management aspect.</p><p></p><p>The fact that those handwave items are treated as players' entitlements (even if at a cost) instead of being first and foremost a DM's campaign-based decisions, also leads to secondary problems. </p><p></p><p>One consequential problem, is players thinking that they <em>have to</em> make their characters (or group) pile up on handwave items: for example, a PC (or party as a whole) "must" have an ability/spell/object to handwave the darkness problem, another for the trap problem, another for the food/water problem, another for the "locked door" problem... After getting rid of all the problems (before they even occur in practice), then the same players complain that their character builds doesn't have room for anything special or unusual.</p><p></p><p>Another problem deriving specifically for not having to care about how time consumption equals limited resources consumption, is that players get the habit of thinking they in fact have infinite time. This creeps into creating the culture of "infinite retries" for any task that isn't immediately successful, causing in turn the game designers (or DM) to introduce more rules unless they just like playing a game where PCs just always succeed, or having to come up with other narrative ideas to make time matter again.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9551175, member: 1465"] You make a very good point... D&D has long been full of "handwave items" or abilities that can totally negate the need to worry about one limitation or resource management aspect. The fact that those handwave items are treated as players' entitlements (even if at a cost) instead of being first and foremost a DM's campaign-based decisions, also leads to secondary problems. One consequential problem, is players thinking that they [I]have to[/I] make their characters (or group) pile up on handwave items: for example, a PC (or party as a whole) "must" have an ability/spell/object to handwave the darkness problem, another for the trap problem, another for the food/water problem, another for the "locked door" problem... After getting rid of all the problems (before they even occur in practice), then the same players complain that their character builds doesn't have room for anything special or unusual. Another problem deriving specifically for not having to care about how time consumption equals limited resources consumption, is that players get the habit of thinking they in fact have infinite time. This creeps into creating the culture of "infinite retries" for any task that isn't immediately successful, causing in turn the game designers (or DM) to introduce more rules unless they just like playing a game where PCs just always succeed, or having to come up with other narrative ideas to make time matter again. [/QUOTE]
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