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
How to Break 5E
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="CapnZapp" data-source="post: 6686824" data-attributes="member: 12731"><p>This is all fine and dandy, but how do you actually do it in practice?</p><p></p><p>I mean, this isn't the first time I've read stuff like "Resting should be a hard decision the party makes"...</p><p></p><p>...but there's absolutely no game mechanic to make it so. </p><p></p><p>It's all dumped in the lap of the adventure designer or DM. Sure, I can come up with a trite variation of the "the princess will be sacrificed in X hours or days" to use story to limit rests, but</p><p>a) this feels so very arbitrary: some stories don't have a ticking clock built-in. In fact, if the clock sets a hard uncircumventable limit, I've found this will reek of being there only for rest-denying purposes more often than not. </p><p>b) this still does not change the fact that 7 easy fights are boring while 3 challenging ones are exciting</p><p></p><p>What, exactly, in 5E's design makes it "encourage[] the game to be about more than a string of very difficult encounters"...? (I honestly don't see it!)</p><p></p><p>If you're talking about pressing on despite being low on spells and hit points, I don't see how this edition differs from any other in that there really isn't any mechanical support that actually encourages you to actually do that.</p><p></p><p>Adding in a ticking clock that forces you to extend the adventurig day is fine once in a while, but it does nothing to solve the issue more generally.</p><p></p><p>Contrast this to something like: "the party can't gain the benefits of a short rest until after completing at least two encounters, and the party can't gain the benefits of a long rest until after completing at least two short rests."</p><p></p><p>NOW YOURE TALKING. </p><p></p><p>Now suddenly D&D would be transformed into a game where resource depletion would be a real thing, regardless of story. Now the adventure would be freed from the yoke of having to provide rest constraints, and all this talk about how the game "should" do this and "should" do that would suddenly make sense!</p><p></p><p>But I fear such an edition of the game will never come to pass. </p><p></p><p>Sigh...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6686824, member: 12731"] This is all fine and dandy, but how do you actually do it in practice? I mean, this isn't the first time I've read stuff like "Resting should be a hard decision the party makes"... ...but there's absolutely no game mechanic to make it so. It's all dumped in the lap of the adventure designer or DM. Sure, I can come up with a trite variation of the "the princess will be sacrificed in X hours or days" to use story to limit rests, but a) this feels so very arbitrary: some stories don't have a ticking clock built-in. In fact, if the clock sets a hard uncircumventable limit, I've found this will reek of being there only for rest-denying purposes more often than not. b) this still does not change the fact that 7 easy fights are boring while 3 challenging ones are exciting What, exactly, in 5E's design makes it "encourage[] the game to be about more than a string of very difficult encounters"...? (I honestly don't see it!) If you're talking about pressing on despite being low on spells and hit points, I don't see how this edition differs from any other in that there really isn't any mechanical support that actually encourages you to actually do that. Adding in a ticking clock that forces you to extend the adventurig day is fine once in a while, but it does nothing to solve the issue more generally. Contrast this to something like: "the party can't gain the benefits of a short rest until after completing at least two encounters, and the party can't gain the benefits of a long rest until after completing at least two short rests." NOW YOURE TALKING. Now suddenly D&D would be transformed into a game where resource depletion would be a real thing, regardless of story. Now the adventure would be freed from the yoke of having to provide rest constraints, and all this talk about how the game "should" do this and "should" do that would suddenly make sense! But I fear such an edition of the game will never come to pass. Sigh... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to Break 5E
Top