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Is D&D combat fun?
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<blockquote data-quote="Malmuria" data-source="post: 8408087" data-attributes="member: 7030755"><p>This topic came in part out of the thread about how many encounters per adventuring day people have. There I suggested that one of the reasons many people don't have 6-8 medium encounters per adventuring day is because that does not make for entertaining gameplay. That is, there is a something of a gap between how designers imagined people might play when they designed the CR system and XP budgets, and how a lot of people actually play, which perhaps leans more toward what critical role does: lots of story and free form RP, a few high stakes fights per day (where, crucially, the DM has put thought into designing the encounter). I'm not sure that the random-encounter style of play, the default in early editions, is all that popular now, and part of the reason is that they take too long to resolve and don't add to the story that people want to develop, i.e., are not fun.</p><p></p><p>Critical role and other popular actual plays are really instructive when it comes to how the game is actually played. It suggests that what many people find compelling is OC character creation, helped by 5e's simple but evocative class design and streamlined resolution mechanic for most checks (roll d20, add bonus).</p><p></p><p>Similarly, I think the existence of Pathfinder 2e and the various 3rd party 5e products (Level Up, various monster books) suggests that involved, varied tactical gameplay across all levels is a niche that core 5e does not do well, hence creating markets for other games or for supplements.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8408087, member: 7030755"] This topic came in part out of the thread about how many encounters per adventuring day people have. There I suggested that one of the reasons many people don't have 6-8 medium encounters per adventuring day is because that does not make for entertaining gameplay. That is, there is a something of a gap between how designers imagined people might play when they designed the CR system and XP budgets, and how a lot of people actually play, which perhaps leans more toward what critical role does: lots of story and free form RP, a few high stakes fights per day (where, crucially, the DM has put thought into designing the encounter). I'm not sure that the random-encounter style of play, the default in early editions, is all that popular now, and part of the reason is that they take too long to resolve and don't add to the story that people want to develop, i.e., are not fun. Critical role and other popular actual plays are really instructive when it comes to how the game is actually played. It suggests that what many people find compelling is OC character creation, helped by 5e's simple but evocative class design and streamlined resolution mechanic for most checks (roll d20, add bonus). Similarly, I think the existence of Pathfinder 2e and the various 3rd party 5e products (Level Up, various monster books) suggests that involved, varied tactical gameplay across all levels is a niche that core 5e does not do well, hence creating markets for other games or for supplements. [/QUOTE]
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