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General Tabletop Discussion
*Dungeons & Dragons
How Darkness helps the dungeon crawl experience immensely.
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<blockquote data-quote="overgeeked" data-source="post: 8662932" data-attributes="member: 86653"><p>I get where you're coming from, but I disagree. </p><p></p><p>I'd much rather the PCs take yet another attack cantrip than they take a cantrip the obviates an entire subsection of the game. It's not a good trade off. One more attack they can't use simultaneously vs never having to worry about light ever again. It's just not on the same level. </p><p></p><p>As for the rest, it's similar. A bit more sustained damage in combat vs completely obviating an entire subsection of the game. They're not comparable. I'd always rather they pick the more damage and leave the resource management. But, as long as it's an option, players will always opt to obviate any challenge or hindrance. </p><p></p><p>And gold? Really? In most games PCs are festooned with more gold than they know what to do with before reaching 5th level. </p><p></p><p>I'll take resource management every time. It can create far more interesting stories and challenges than "did you see how much damage I put out in a round". Having to pick between carrying food or carrying light or carrying treasure or carrying weapons or carrying armor is an infinitely more interesting choice than picking which color pew pew to fire at your enemies.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8662932, member: 86653"] I get where you're coming from, but I disagree. I'd much rather the PCs take yet another attack cantrip than they take a cantrip the obviates an entire subsection of the game. It's not a good trade off. One more attack they can't use simultaneously vs never having to worry about light ever again. It's just not on the same level. As for the rest, it's similar. A bit more sustained damage in combat vs completely obviating an entire subsection of the game. They're not comparable. I'd always rather they pick the more damage and leave the resource management. But, as long as it's an option, players will always opt to obviate any challenge or hindrance. And gold? Really? In most games PCs are festooned with more gold than they know what to do with before reaching 5th level. I'll take resource management every time. It can create far more interesting stories and challenges than "did you see how much damage I put out in a round". Having to pick between carrying food or carrying light or carrying treasure or carrying weapons or carrying armor is an infinitely more interesting choice than picking which color pew pew to fire at your enemies. [/QUOTE]
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How Darkness helps the dungeon crawl experience immensely.
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