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General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
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<blockquote data-quote="evilbob" data-source="post: 9631734" data-attributes="member: 9789"><p>This is exactly my experience as well, time-wise.</p><p></p><p>Glad playing digitally is working for you! We're both talking broadly about different points there, and I'm sorry I wasn't more clear. I was specifically talking about combat, and 100% disagree with "there really aren't that many interactions that need to be handled," especially with 5.5. For example, I was disappointed when Beyond couldn't even do something as simple as add a vanilla weapon's extra damage dice to damage rolls automatically. Just imagine the hoops we'd have to jump through to get an entirely new class we made up to work! To expand what I meant: it's impossible to <em>fully, 100%</em> replicate what we do with pencil and paper on a computer <em>all the way down to doing one thing to resolve any chosen action like you can on a table</em> - especially when you start getting into some crazy houseruled stuff - because the options IRL are unconstrained and all computer programs have constraints. Infinity will always be larger than non-infinity - that's my "spicy take."</p><p></p><p>But talking about concentration reminded me of another thing that's frustrating about 5e: the complexity doesn't always translate into more choices! And I think that might be what EzekielRaiden was saying as well. Just because I have 35 spell options doesn't mean I actually have 35 choices: it means I only have about 5 choices, with 30 things that are just taking up mental space moment-to-moment. Once you've cast your concentration spell, your choices narrow dramatically. Similarly, you may have 10 superiority die options, but you're probably just going to knock an enemy prone 90% of the time, because that gives you advantage. All those other options are fun niche cases, but they ultimately don't always contribute to choice: but they do contribute to the mental tax you have to play the character each round.</p></blockquote><p></p>
[QUOTE="evilbob, post: 9631734, member: 9789"] This is exactly my experience as well, time-wise. Glad playing digitally is working for you! We're both talking broadly about different points there, and I'm sorry I wasn't more clear. I was specifically talking about combat, and 100% disagree with "there really aren't that many interactions that need to be handled," especially with 5.5. For example, I was disappointed when Beyond couldn't even do something as simple as add a vanilla weapon's extra damage dice to damage rolls automatically. Just imagine the hoops we'd have to jump through to get an entirely new class we made up to work! To expand what I meant: it's impossible to [I]fully, 100%[/I] replicate what we do with pencil and paper on a computer [I]all the way down to doing one thing to resolve any chosen action like you can on a table[/I] - especially when you start getting into some crazy houseruled stuff - because the options IRL are unconstrained and all computer programs have constraints. Infinity will always be larger than non-infinity - that's my "spicy take." But talking about concentration reminded me of another thing that's frustrating about 5e: the complexity doesn't always translate into more choices! And I think that might be what EzekielRaiden was saying as well. Just because I have 35 spell options doesn't mean I actually have 35 choices: it means I only have about 5 choices, with 30 things that are just taking up mental space moment-to-moment. Once you've cast your concentration spell, your choices narrow dramatically. Similarly, you may have 10 superiority die options, but you're probably just going to knock an enemy prone 90% of the time, because that gives you advantage. All those other options are fun niche cases, but they ultimately don't always contribute to choice: but they do contribute to the mental tax you have to play the character each round. [/QUOTE]
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