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Is 5e Heroic, or SUPER-heroic?
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<blockquote data-quote="pemerton" data-source="post: 8076611" data-attributes="member: 42582"><p>I don't think anyone has done the sort of social/marketing research that would be needed to prove this point, except perhaps WotC. But I agree with [USER=6901101]@Scott Christian[/USER] that it is a plausible conjecture. A lot of posts I read seem to make more sense taking this as a premise.</p><p></p><p>Were the issues of "fault" and "problems" raised? But anyway, I can see how a group could (i) favour session = "adventuring day" (this was a convention in Moldvay Basic, for instance) <strong>and</strong> have short/long rest balance issues and prefer a different solution from the record-keeping one.</p><p></p><p>In a different context, and a different system, in the second of the two long (9-ish years) Rolemaster campaigns I ran, we adjusted a few aspects of the system which made a nova-ing spell user about as powerful as a dedicated warrior. This way we could keep the in-game time conventions around recovery, and maintain the in-game pace of events we wanted (which were not at all dungeon-esque), without casters overshadowing non-casters.</p><p></p><p>D&D doesn't have the same dial to twist as we did in RM, but my own experience does give me sympathy for the sort of group I described above.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8076611, member: 42582"] I don't think anyone has done the sort of social/marketing research that would be needed to prove this point, except perhaps WotC. But I agree with [USER=6901101]@Scott Christian[/USER] that it is a plausible conjecture. A lot of posts I read seem to make more sense taking this as a premise. Were the issues of "fault" and "problems" raised? But anyway, I can see how a group could (i) favour session = "adventuring day" (this was a convention in Moldvay Basic, for instance) [B]and[/B] have short/long rest balance issues and prefer a different solution from the record-keeping one. In a different context, and a different system, in the second of the two long (9-ish years) Rolemaster campaigns I ran, we adjusted a few aspects of the system which made a nova-ing spell user about as powerful as a dedicated warrior. This way we could keep the in-game time conventions around recovery, and maintain the in-game pace of events we wanted (which were not at all dungeon-esque), without casters overshadowing non-casters. D&D doesn't have the same dial to twist as we did in RM, but my own experience does give me sympathy for the sort of group I described above. [/QUOTE]
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