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Five-Minute Workday Article
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 5970926" data-attributes="member: 54843"><p>To clarify at least my position, and I think the position of a lot of other people upset with the 5-minute workday thing, these are the lines from the article that drive me nuts:</p><p></p><p></p><p></p><p>Like he's describing the laws of physics or something - gasses expand when hot, oppositely charged objects attract, more time in combat makes fighters and rogues "grow stronger."</p><p></p><p>So here's the issue: maybe I want to change up the pacing of the game, allow for fewer combats per day, WITHOUT making casters (relatively) weaker or stronger.</p><p></p><p>There are many reasons the DM would want to change up pacing. I played a 3e campaign once that was very combat-light, so we'd usually only have one or two encounters per session. If the fighter and rogue feel underpowered in that campaign, is it the DM's fault for not making us fight 5d6 dire rats before bed every night, so they can have their "moment of glory"?</p><p></p><p>It would be a major mechanical failing in 5e if the core game couldn't easily be adjusted so that the classes were balanced at various frequencies of combat. And no, I don't mean "balanced" in some weird PVP sense. I mean that each character should be able to contribute meaningfully and not feel like either a lackey meatshield or a magic missile dispenser just because the DM wants to set a pace different from what the DMG assumes as standard.</p><p></p><p>I've suggested some (potentially kludgy) mechanics to help, and Herreman has made some cool suggestions as well. I'm not saying that these specific solutions work for everyone or are even ideal, but I find it frustrating that WOTC apparently either has given up prodding this hornet's nest, or else genuinely considers it a problem of bad(wrongfun) DMing.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 5970926, member: 54843"] To clarify at least my position, and I think the position of a lot of other people upset with the 5-minute workday thing, these are the lines from the article that drive me nuts: Like he's describing the laws of physics or something - gasses expand when hot, oppositely charged objects attract, more time in combat makes fighters and rogues "grow stronger." So here's the issue: maybe I want to change up the pacing of the game, allow for fewer combats per day, WITHOUT making casters (relatively) weaker or stronger. There are many reasons the DM would want to change up pacing. I played a 3e campaign once that was very combat-light, so we'd usually only have one or two encounters per session. If the fighter and rogue feel underpowered in that campaign, is it the DM's fault for not making us fight 5d6 dire rats before bed every night, so they can have their "moment of glory"? It would be a major mechanical failing in 5e if the core game couldn't easily be adjusted so that the classes were balanced at various frequencies of combat. And no, I don't mean "balanced" in some weird PVP sense. I mean that each character should be able to contribute meaningfully and not feel like either a lackey meatshield or a magic missile dispenser just because the DM wants to set a pace different from what the DMG assumes as standard. I've suggested some (potentially kludgy) mechanics to help, and Herreman has made some cool suggestions as well. I'm not saying that these specific solutions work for everyone or are even ideal, but I find it frustrating that WOTC apparently either has given up prodding this hornet's nest, or else genuinely considers it a problem of bad(wrongfun) DMing. [/QUOTE]
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