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General Tabletop Discussion
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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="Monayuris" data-source="post: 7939498" data-attributes="member: 6859536"><p>Long term means that the effect becomes an element that adds to the game experience that it changes the parameters of your normal baseline that causes a non-trivial means of mitigation. It is the consequences of the game result and the difficulty in overcoming them.</p><p></p><p>There is no difference between your campaign stating '200 years later...' and '8 hours later...'. They are the same. It's not about fictional or narrative time passage. It is about consequences and choices that they require.</p><p></p><p>Long term means that the game doesn't sweep the complications and consequences of adventuring under the rug. The consequence is an issue that requires active action and choice by the player and the point of anything that happens to your character is that it adds to the choices you have to make as a player.</p><p></p><p></p><p>Within the same unit of challenge.</p><p></p><p>Resource management and its implications are easier in 5e.</p><p></p><p>Light cantrip makes torches unnecessary.</p><p>Goodberry makes rations unnecessary.</p><p>Hit Dice makes healing easier and more plentiful and removes risk of attrition.</p><p>Death saves make character death less likely and provides more time for other characters to heal them.</p><p>Ubiquitous cantrip attacks make magic attacks more common and devalue the threat of monsters that are resistant or immune to non-magical attacks.</p><p>Greater number of spell slots grant more access to magic and allow for more 'baked-in' solutions to game problems.</p><p>Majority of debilitating effects are guaranteed to end after the unit of challenge.</p><p>Recovery to full capability at the end of the unit of challenge is guaranteed which removes interesting and compelling changes in challenge.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7939498, member: 6859536"] Long term means that the effect becomes an element that adds to the game experience that it changes the parameters of your normal baseline that causes a non-trivial means of mitigation. It is the consequences of the game result and the difficulty in overcoming them. There is no difference between your campaign stating '200 years later...' and '8 hours later...'. They are the same. It's not about fictional or narrative time passage. It is about consequences and choices that they require. Long term means that the game doesn't sweep the complications and consequences of adventuring under the rug. The consequence is an issue that requires active action and choice by the player and the point of anything that happens to your character is that it adds to the choices you have to make as a player. Within the same unit of challenge. Resource management and its implications are easier in 5e. Light cantrip makes torches unnecessary. Goodberry makes rations unnecessary. Hit Dice makes healing easier and more plentiful and removes risk of attrition. Death saves make character death less likely and provides more time for other characters to heal them. Ubiquitous cantrip attacks make magic attacks more common and devalue the threat of monsters that are resistant or immune to non-magical attacks. Greater number of spell slots grant more access to magic and allow for more 'baked-in' solutions to game problems. Majority of debilitating effects are guaranteed to end after the unit of challenge. Recovery to full capability at the end of the unit of challenge is guaranteed which removes interesting and compelling changes in challenge. [/QUOTE]
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Is 5e the Least-Challenging Edition of D&D?
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