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General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="Dungeonman" data-source="post: 6294202" data-attributes="member: 6775975"><p>For sure. There is some line in the sand that we draw with these things. Personally, I'd like to see the bigger picture of that addressed in the following order of preference: 1) settings or adventures, 2) the DM, and 3) the players on-the-fly. (The more trivial the detail, the less it matters though) So now that you've mentioned latrines, then for example, in a high fantasy setting/adventure, you don't care about dungeon latrines because nobody does #2 like ever but maybe a piss as a plot device, and in some gonzo/gamist fantasy setting, the wizard commissions a whole dungeon sewage system run by a goblin corporation, and in a more grounded 'realistic' fantasy adventure/setting, it's mostly urban and wilderness with castle ruins, etc. instead of actual dungeon economies. That way, at least all participants have fictional expectations in line with the actual gaming play session.</p><p></p><p>I think that aligning expectations is often underrated, and so gamers understandably end up over-relying on the ruleset as a predictor of whether any one D&D session will produce the fiction they enjoy most. (Alternatively, they're playing D&D with a priority on crunch, so the fluff doesn't matter.)</p><p></p><p>That's very pertinent to this thread. Obviously, latrinal logistics don't need to be part of a ruleset. But elements that are relevant and important to a player's concept of the PCs, like healing, overnight recovey, etc. -- I think the rules definitely have a role in focusing player's attention to different possible fictions.</p></blockquote><p></p>
[QUOTE="Dungeonman, post: 6294202, member: 6775975"] For sure. There is some line in the sand that we draw with these things. Personally, I'd like to see the bigger picture of that addressed in the following order of preference: 1) settings or adventures, 2) the DM, and 3) the players on-the-fly. (The more trivial the detail, the less it matters though) So now that you've mentioned latrines, then for example, in a high fantasy setting/adventure, you don't care about dungeon latrines because nobody does #2 like ever but maybe a piss as a plot device, and in some gonzo/gamist fantasy setting, the wizard commissions a whole dungeon sewage system run by a goblin corporation, and in a more grounded 'realistic' fantasy adventure/setting, it's mostly urban and wilderness with castle ruins, etc. instead of actual dungeon economies. That way, at least all participants have fictional expectations in line with the actual gaming play session. I think that aligning expectations is often underrated, and so gamers understandably end up over-relying on the ruleset as a predictor of whether any one D&D session will produce the fiction they enjoy most. (Alternatively, they're playing D&D with a priority on crunch, so the fluff doesn't matter.) That's very pertinent to this thread. Obviously, latrinal logistics don't need to be part of a ruleset. But elements that are relevant and important to a player's concept of the PCs, like healing, overnight recovey, etc. -- I think the rules definitely have a role in focusing player's attention to different possible fictions. [/QUOTE]
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Community
General Tabletop Discussion
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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