Thaumaturge
Wandering. Not lost. (He/they)
Please do not use this thread to continue the SRW (Short Rest War) also known as the SWW (Second Wind War). You have pleanty of threads to fight that war. Here, here, here, and elsewhere. Not here. Please.
Mike Mearls mentions in the Starter Set Unboxing video (here, discussion starts around 46:15—specific comments around 48:00) they are making the design decision to "not going to try and make rules that will stop people who wanted to be bored from, like, doing boring things."
There are multiple ways to look at this design ethos. I think we've had a couple of editions that were constructed very much with the rules lawyer and a careful, exact reading of the rules at their forefront. For this edition they chose, deliberately, to not design that way. To let real people make real rulings that impact their own play instead of trying to nail down a specific style of play through exact language.
I think a benefit of this is it allows them to state things more plainly and use more natural language. A negative of this ethos is, certainly, that people trained by the previous two editions will see gaping holes in certain rules. And those people, myself included, will see various places for exploit potential.
I mentioned in another thread, one Not to Be Named, that economists theorize people are good at maximizing their own enjoyment. I appreciate the 5e designers giving us the leeway to make rulings for our tables that maximize enjoyment to our own particular tastes.
[MENTION=12037]ThirdWizard[/MENTION] made a good counter point:
Do people like a more "human-centric" approach? Do people require exact rules because it's our nature? Do people eat enough ice cream?
Discuss.
Edit: As a side note, I just got enough xp to finally get the title I've always wanted. No more xp people! This is perfect.
Thaumaturge.
Mike Mearls mentions in the Starter Set Unboxing video (here, discussion starts around 46:15—specific comments around 48:00) they are making the design decision to "not going to try and make rules that will stop people who wanted to be bored from, like, doing boring things."
There are multiple ways to look at this design ethos. I think we've had a couple of editions that were constructed very much with the rules lawyer and a careful, exact reading of the rules at their forefront. For this edition they chose, deliberately, to not design that way. To let real people make real rulings that impact their own play instead of trying to nail down a specific style of play through exact language.
I think a benefit of this is it allows them to state things more plainly and use more natural language. A negative of this ethos is, certainly, that people trained by the previous two editions will see gaping holes in certain rules. And those people, myself included, will see various places for exploit potential.
I mentioned in another thread, one Not to Be Named, that economists theorize people are good at maximizing their own enjoyment. I appreciate the 5e designers giving us the leeway to make rulings for our tables that maximize enjoyment to our own particular tastes.
[MENTION=12037]ThirdWizard[/MENTION] made a good counter point:
So, I play World of Warcraft. The WoW devs are pretty open about development and player incentives and all that good stuff that comes part and parcel for MMOs. And, one of the things they note is that many players of their game will do things that they absolutely hate for even a slight advancement or increase in productivity. And we're talking hours of misery here. And, they will feel as if they are required to do these things, even if the advantage is fairly small, even if it is a 1% increase in productivity. The game has had to start playing nanny, putting limits on acquisition of advantage through boring gameplay, in order to protect the players from themselves.
Now, I'm going to surmise that there is quite some overlap in mentality from the MMO to some PnP RPG players. We're all nerds, after all, and the propensity to min/max started before the ability to do so in video games was a thing. What the takeaway here is that some people will play in a way that they dislike in order to pull out a small advantage. In other words, even if someone absolutely hates the idea of multiple short rests in a row, they may give up their preferred playstyle entirely and play a session that they hate because they see a mechanical advantage in doing so.
Do people like a more "human-centric" approach? Do people require exact rules because it's our nature? Do people eat enough ice cream?
Discuss.
Edit: As a side note, I just got enough xp to finally get the title I've always wanted. No more xp people! This is perfect.

Thaumaturge.
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