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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Tony Vargas" data-source="post: 7750806" data-attributes="member: 996"><p>There wasn't much synergy among conditions, that I recall, overlap, more often. Oh, you're slowed /and/ immobilized, slowed doesn't really matter now. And, yeah, the sheer number means something - I couldn't say the same about synergy in 3e, because I can't remember half the 40 conditions, I can remember /most/ of 4e or 5e's less-than-half-that conditions, and even how they work (when I'm not getting them confused, that is, which is a danger of running two eds of the same game!). </p><p>But it wasn't so much in how often they came up, it was that they didn't stay long. End of Next Turn or Save Ends, typically, so they were ultimately another tactical dimension, not a "you've nothing to do for the next hour or two, might as well get up pizza" 'Save or Suck.' (5e's similar, in some instances, because it allows repeated saves.) If you played a leader and had any way of removing or compensating for conditions, you'd want to keep track of all of them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> If you were under a condition, there might be actions you'd want to take only after you got rid of it, because getting rid of it was not all that unlikely - not like making a DC 29 save with a +11, or out-lasting a 1 min/level duration in 6-second combat rounds, unless there was a friendly dispel magic or somesuch in the offing, you'd just adjust your grinder to the condition as best you could and keep grinding. Which is less trouble to track, I suppose.</p><p></p><p>If you didn't want so much of it, you'd throw down monsters that didn't impose so many conditions, as a DM, and throw around fewer, yourself, as a player (even controllers could be effective without constantly tossing around fiddly conditions that required tracking - straightforward zones that sat there all combat, for instance, that you then push/slide victims* into). Same goes for between-turn actions. You could heavily emphasize or completely eschew them in a build.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* I meant enemies - monsters, even! Yeah, monstrous enemies, that are bad, and have it coming, yeah...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7750806, member: 996"] There wasn't much synergy among conditions, that I recall, overlap, more often. Oh, you're slowed /and/ immobilized, slowed doesn't really matter now. And, yeah, the sheer number means something - I couldn't say the same about synergy in 3e, because I can't remember half the 40 conditions, I can remember /most/ of 4e or 5e's less-than-half-that conditions, and even how they work (when I'm not getting them confused, that is, which is a danger of running two eds of the same game!). But it wasn't so much in how often they came up, it was that they didn't stay long. End of Next Turn or Save Ends, typically, so they were ultimately another tactical dimension, not a "you've nothing to do for the next hour or two, might as well get up pizza" 'Save or Suck.' (5e's similar, in some instances, because it allows repeated saves.) If you played a leader and had any way of removing or compensating for conditions, you'd want to keep track of all of them. ;) If you were under a condition, there might be actions you'd want to take only after you got rid of it, because getting rid of it was not all that unlikely - not like making a DC 29 save with a +11, or out-lasting a 1 min/level duration in 6-second combat rounds, unless there was a friendly dispel magic or somesuch in the offing, you'd just adjust your grinder to the condition as best you could and keep grinding. Which is less trouble to track, I suppose. If you didn't want so much of it, you'd throw down monsters that didn't impose so many conditions, as a DM, and throw around fewer, yourself, as a player (even controllers could be effective without constantly tossing around fiddly conditions that required tracking - straightforward zones that sat there all combat, for instance, that you then push/slide victims* into). Same goes for between-turn actions. You could heavily emphasize or completely eschew them in a build. * I meant enemies - monsters, even! Yeah, monstrous enemies, that are bad, and have it coming, yeah... [/QUOTE]
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