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Have the designers lost interest in short rests?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8125411" data-attributes="member: 6790260"><p>4e did a pretty good job as far as balance goes. Nothing is perfect, to be sure, but it did a pretty good job. 13th Age is another example that does a pretty good job. (I'd also say Dungeon World is pretty good, but that's a more complex question since "using the rules as written" and "extending the rules" is almost synonymous.)</p><p></p><p>Likewise, 4e's encounter building math <em>actually works</em>. There are, as always, some edge cases (like Needlefang Drake Swarms or high-level monsters with nasty condition effects de-levelled down to level 1), but by and large 4e's XP budget does what it claims to do and gives a statistically reliable estimate of difficulty. Statistical reliability <em>means</em> that, a small portion of the time, it WON'T work as intended--you CAN be surprised. But surprises will be just that, <em>surprising</em>.</p><p></p><p>As for your talk about this hyper-mechanical adventure, I see this as a defense of my argument, not an attack on it. The classes <em>as currently designed in 5e</em> could only all get to do what the game promises--everyone gets to contribute in roughly equal amount and intensity to overall success--if you design the adventure <em>badly</em>. That's not a sign that "everyone gets to contribute roughly equally" is a bad goal, it's a sign that <em>the system is fighting your efforts to reach it</em>. A well-designed system wouldn't <em>need</em> any weird efforts to cater to every possible pattern of player option choices. Simply offering diverse challenges would be enough, because <em>whatever</em> the players happen to choose for class or race or whatever, there would be an approach that does interesting things in the process of addressing those challenges.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8125411, member: 6790260"] 4e did a pretty good job as far as balance goes. Nothing is perfect, to be sure, but it did a pretty good job. 13th Age is another example that does a pretty good job. (I'd also say Dungeon World is pretty good, but that's a more complex question since "using the rules as written" and "extending the rules" is almost synonymous.) Likewise, 4e's encounter building math [I]actually works[/I]. There are, as always, some edge cases (like Needlefang Drake Swarms or high-level monsters with nasty condition effects de-levelled down to level 1), but by and large 4e's XP budget does what it claims to do and gives a statistically reliable estimate of difficulty. Statistical reliability [I]means[/I] that, a small portion of the time, it WON'T work as intended--you CAN be surprised. But surprises will be just that, [I]surprising[/I]. As for your talk about this hyper-mechanical adventure, I see this as a defense of my argument, not an attack on it. The classes [I]as currently designed in 5e[/I] could only all get to do what the game promises--everyone gets to contribute in roughly equal amount and intensity to overall success--if you design the adventure [I]badly[/I]. That's not a sign that "everyone gets to contribute roughly equally" is a bad goal, it's a sign that [I]the system is fighting your efforts to reach it[/I]. A well-designed system wouldn't [I]need[/I] any weird efforts to cater to every possible pattern of player option choices. Simply offering diverse challenges would be enough, because [I]whatever[/I] the players happen to choose for class or race or whatever, there would be an approach that does interesting things in the process of addressing those challenges. [/QUOTE]
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Have the designers lost interest in short rests?
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