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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="TiQuinn" data-source="post: 9419876" data-attributes="member: 4871"><p>I agree there are certainly times in 5e where I think "wow, we just made identifying the magic items in the game really inconsequential." I'm not totally cool with the way ritual spells work either, but I just shift focus to where 5e wants me to focus as a DM or player, and that's on making combat and interactions exciting. It's not where I'm going for resource management, and even though it still has those aspects, I don't think they do them as well for reasons like you mention. That said, you can have a perfectly fine and fun dungeon exploring experience...it's just not the old school dungeon exploring experience. </p><p></p><p>What it comes down to is I appreciate games that tell me up front what they are and what they are not. Like MCDM's Draw Steel is going to be a tactical combat fantasy game. It's very up front about the fact that it wants the players to be heroes from the get go. That tells me that if I want to play a dungeon crawling game, I'm not using Draw Steel. If I want to run something like Bloodstone Pass where the PCs are doing truly epic stuff, I'd probably give Draw Steel a look.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9419876, member: 4871"] I agree there are certainly times in 5e where I think "wow, we just made identifying the magic items in the game really inconsequential." I'm not totally cool with the way ritual spells work either, but I just shift focus to where 5e wants me to focus as a DM or player, and that's on making combat and interactions exciting. It's not where I'm going for resource management, and even though it still has those aspects, I don't think they do them as well for reasons like you mention. That said, you can have a perfectly fine and fun dungeon exploring experience...it's just not the old school dungeon exploring experience. What it comes down to is I appreciate games that tell me up front what they are and what they are not. Like MCDM's Draw Steel is going to be a tactical combat fantasy game. It's very up front about the fact that it wants the players to be heroes from the get go. That tells me that if I want to play a dungeon crawling game, I'm not using Draw Steel. If I want to run something like Bloodstone Pass where the PCs are doing truly epic stuff, I'd probably give Draw Steel a look. [/QUOTE]
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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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