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Community
General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="MostlyDm" data-source="post: 6861921" data-attributes="member: 6788973"><p>I've never actually sundered a wielded weapon in 5e. I was mostly playing devils advocate there. I agree with Hemlock that it would open a Pandora's box.</p><p></p><p>But it's the particulars of *your* reasoning, focused on player fun, that I'm curious about. Do you have the same attitude towards, say, rust monsters? </p><p></p><p>I absolutely hated the 4e "when a rust monster destroys your magic weapon, it leaves behind the magical residue used for item enchantment rituals, in exactly the gp value of the item destroyed." Totally defeats the purpose of the creature. </p><p></p><p>When I play with new-to-the game kids, I will usually handle them somewhat gently and perhaps avoid destroying their magic weapon with a rust monster. At least at first. </p><p></p><p>But when I play with veterans, especially the kinds of people that might optimize, I don't expect them to quit or have their fun invalidated just because they lost an in game resource like a magic sword. Any more than I expected them to get upset when experiencing any other kind of adversity. </p><p></p><p>Adversity and loss happens. It's one of the things that makes the game exciting. My players aren't mad when they lose a PC, either, nor do they always do every conceivable thing to avoid it. It seems, from your previous statements, your players are happy to refuse to engage in the game if they are concerned they might be at risk of losing something. </p><p></p><p>What's the point of optimizing if you aren't going to go all in and have fun, even when you get embroiled in something beyond your capabilities?</p><p></p><p>Is the goal just to curb stomp monsters and hoard magic items? To what end?</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6861921, member: 6788973"] I've never actually sundered a wielded weapon in 5e. I was mostly playing devils advocate there. I agree with Hemlock that it would open a Pandora's box. But it's the particulars of *your* reasoning, focused on player fun, that I'm curious about. Do you have the same attitude towards, say, rust monsters? I absolutely hated the 4e "when a rust monster destroys your magic weapon, it leaves behind the magical residue used for item enchantment rituals, in exactly the gp value of the item destroyed." Totally defeats the purpose of the creature. When I play with new-to-the game kids, I will usually handle them somewhat gently and perhaps avoid destroying their magic weapon with a rust monster. At least at first. But when I play with veterans, especially the kinds of people that might optimize, I don't expect them to quit or have their fun invalidated just because they lost an in game resource like a magic sword. Any more than I expected them to get upset when experiencing any other kind of adversity. Adversity and loss happens. It's one of the things that makes the game exciting. My players aren't mad when they lose a PC, either, nor do they always do every conceivable thing to avoid it. It seems, from your previous statements, your players are happy to refuse to engage in the game if they are concerned they might be at risk of losing something. What's the point of optimizing if you aren't going to go all in and have fun, even when you get embroiled in something beyond your capabilities? Is the goal just to curb stomp monsters and hoard magic items? To what end? [/QUOTE]
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Community
General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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