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General Tabletop Discussion
*Dungeons & Dragons
Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="slobster" data-source="post: 7926295" data-attributes="member: 6693711"><p>I played in a friend's custom system long ago that had a similar mechanic, where you got 3 AP refreshed every turn and could spend them on actions, but you could store AP between turns and it would cost like 6 or 7 AP for really big attacks. It was a very Final Fantasy inspired system actually, we even called the big attacks limit breaks! What can I say, we were really into FF7 at the time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I should stop dating myself and contribute to the actual thread though...</p><p></p><p>As to your first comment about where the golf bag o' pointy bits came from, I THINK it was an emergent trope that came about when you took a whole bunch of different fantasy and horror monsters and mashed them up into a single setting. It's a common, pre-existing idea that "only silver can pierce the wolf's hide" or "Only fire can leave a lasting wound" on some baddie. But most stories that have that trope only have one big baddie to defeat, only one line of investigation about which kind of weapon will fell the big bad monster. </p><p></p><p>In D&D, where early DMs were all of a sudden throwing ALL of those monsters inspired by different stories and traditions into a single dungeon, they inherited their various different weaknesses, but now instead of just fighting one, you fought several over the course of a campaign (even the course of a single session). It was flavorful to keep their resistances and weaknesses, so those persisted.</p><p></p><p>For me and my group at least it's fun for players to recall "oh yeah this is a troll, we need to burn it to keep it down". It becomes kind of a meta-game where player knowledge reflects what could plausibly be character knowledge in a world where these kinds of resistances are common or at least known. Or sometimes the characters research it in-game, or hear tales about it from other grizzled adventurers, or discover it themselves through trial and error (and definitely not subtle GM orchestration).</p><p></p><p>So, AFAIK, it was something that emerged as a consequence of mashing a bunch of old monster traditions together into one setting where the PCs are expected to fight a bunch of them. Then it evolved into a trope in its own right because people found it interesting or resonant, while others find it silly and hopefully avoid it in their own games.</p></blockquote><p></p>
[QUOTE="slobster, post: 7926295, member: 6693711"] I played in a friend's custom system long ago that had a similar mechanic, where you got 3 AP refreshed every turn and could spend them on actions, but you could store AP between turns and it would cost like 6 or 7 AP for really big attacks. It was a very Final Fantasy inspired system actually, we even called the big attacks limit breaks! What can I say, we were really into FF7 at the time. :D I should stop dating myself and contribute to the actual thread though... As to your first comment about where the golf bag o' pointy bits came from, I THINK it was an emergent trope that came about when you took a whole bunch of different fantasy and horror monsters and mashed them up into a single setting. It's a common, pre-existing idea that "only silver can pierce the wolf's hide" or "Only fire can leave a lasting wound" on some baddie. But most stories that have that trope only have one big baddie to defeat, only one line of investigation about which kind of weapon will fell the big bad monster. In D&D, where early DMs were all of a sudden throwing ALL of those monsters inspired by different stories and traditions into a single dungeon, they inherited their various different weaknesses, but now instead of just fighting one, you fought several over the course of a campaign (even the course of a single session). It was flavorful to keep their resistances and weaknesses, so those persisted. For me and my group at least it's fun for players to recall "oh yeah this is a troll, we need to burn it to keep it down". It becomes kind of a meta-game where player knowledge reflects what could plausibly be character knowledge in a world where these kinds of resistances are common or at least known. Or sometimes the characters research it in-game, or hear tales about it from other grizzled adventurers, or discover it themselves through trial and error (and definitely not subtle GM orchestration). So, AFAIK, it was something that emerged as a consequence of mashing a bunch of old monster traditions together into one setting where the PCs are expected to fight a bunch of them. Then it evolved into a trope in its own right because people found it interesting or resonant, while others find it silly and hopefully avoid it in their own games. [/QUOTE]
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Is 5e the Least-Challenging Edition of D&D?
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