Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8125243" data-attributes="member: 6790260"><p>Even getting people to admit that 5e has a skeleton crew is like pulling teeth, so no, I don't really feel like I'm going overboard here. They took three years to design a game. Surely something as fundamental as "how many Things To Do each time-period" being <em>significantly off</em>,* yet also being a core idea around which a historical class design problem (martial or mostly-martial characters vs. full-caster characters) was meant to be solved, is worth noting as a serious design fault that somehow <em>never came up</em>. They spent <em>months</em> faffing about with mechanics that ended up entirely or mostly in the bin (such as Specialties or the Expertise Die), took <em>years</em> to make a Fighter that even Mearls himself wasn't entirely satisfied with, etc.</p><p></p><p>I'm not trying to say their work is garbage, but it's a pretty flawed work for the amount of time, expertise, and attention it got. I'm not a professional game designer by any means, so maybe there are externalities to the job that I'm not aware of, but it's just a little hard to see how this skeleton crew made a game with a much bigger budget than something like 13A did (which had a smaller crew, I'm almost certain) which has far fewer, and much more easily-addressed, points of concern. (Over-generic backgrounds, not really liking Icon stuff, and weak/overly-passive Paladins being the main faults I've seen brought up.)</p><p></p><p>*As in, the math <em>does</em> work out, on average, with an average of just over 7 <em>actual combats</em> and 2-3 short rests per long rest; at that point the Champion's "crit-chance-only" damage bonus actually catches up. All data I've seen from actual play, and Crawford's own words WRT the "class feature variants" doc, indicate that the average is much closer to 3-4 actual combats per day and 1 or maybe 2 short rests, something that skews the balance of the game very strongly toward already-powerful classes like Paladin and Bard.</p><p></p><p></p><p>Reverse catastrophization isn't a particularly strong argument. That it isn't the end of the world is not a reason to shy away from frank criticism. This is a fundamental element of the game, upon which the design of numerous player options depend, which leads to continuing unfortunate and frustrating trends (like "classes that primarily use spells consistently do more than classes with none" and "the options meant to be given to new players to help draw them into the game also tend to be the weakest ones.") Calling that out, and asking how it could have happened with almost <em>three full years</em> of public playtesting and months more of internal playtesting, is not Chicken Little prophesying the collapse of the heavens, it is a genuine statement of surprise and frustration as to how this process produced this result.</p><p></p><p></p><p>Sure. But "do a good thing and hope, eventually, someone in power pays attention" is not exactly an inspiring message of change either.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8125243, member: 6790260"] Even getting people to admit that 5e has a skeleton crew is like pulling teeth, so no, I don't really feel like I'm going overboard here. They took three years to design a game. Surely something as fundamental as "how many Things To Do each time-period" being [I]significantly off[/I],* yet also being a core idea around which a historical class design problem (martial or mostly-martial characters vs. full-caster characters) was meant to be solved, is worth noting as a serious design fault that somehow [I]never came up[/I]. They spent [I]months[/I] faffing about with mechanics that ended up entirely or mostly in the bin (such as Specialties or the Expertise Die), took [I]years[/I] to make a Fighter that even Mearls himself wasn't entirely satisfied with, etc. I'm not trying to say their work is garbage, but it's a pretty flawed work for the amount of time, expertise, and attention it got. I'm not a professional game designer by any means, so maybe there are externalities to the job that I'm not aware of, but it's just a little hard to see how this skeleton crew made a game with a much bigger budget than something like 13A did (which had a smaller crew, I'm almost certain) which has far fewer, and much more easily-addressed, points of concern. (Over-generic backgrounds, not really liking Icon stuff, and weak/overly-passive Paladins being the main faults I've seen brought up.) *As in, the math [I]does[/I] work out, on average, with an average of just over 7 [I]actual combats[/I] and 2-3 short rests per long rest; at that point the Champion's "crit-chance-only" damage bonus actually catches up. All data I've seen from actual play, and Crawford's own words WRT the "class feature variants" doc, indicate that the average is much closer to 3-4 actual combats per day and 1 or maybe 2 short rests, something that skews the balance of the game very strongly toward already-powerful classes like Paladin and Bard. Reverse catastrophization isn't a particularly strong argument. That it isn't the end of the world is not a reason to shy away from frank criticism. This is a fundamental element of the game, upon which the design of numerous player options depend, which leads to continuing unfortunate and frustrating trends (like "classes that primarily use spells consistently do more than classes with none" and "the options meant to be given to new players to help draw them into the game also tend to be the weakest ones.") Calling that out, and asking how it could have happened with almost [I]three full years[/I] of public playtesting and months more of internal playtesting, is not Chicken Little prophesying the collapse of the heavens, it is a genuine statement of surprise and frustration as to how this process produced this result. Sure. But "do a good thing and hope, eventually, someone in power pays attention" is not exactly an inspiring message of change either. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
Top