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General Tabletop Discussion
*Dungeons & Dragons
Is the Default Playstyle of 5E "Monty Haul?"
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<blockquote data-quote="tetrasodium" data-source="post: 8823165" data-attributes="member: 93670"><p>[not OR delay]</p><p></p><p>Back in past editions both sides in a combat were somewhat sticky for a [spoiler="few reasons"]</p><ul> <li data-xf-list-type="ul">Taking more than a 5 foot step/1 square "shift" would trigger an AoO</li> <li data-xf-list-type="ul">with things like the the iterative attack penalties (-5/-10/-15/-20) made it so attackers on either side could reliably hit with decent odds* on those AoOs without also being able to reliably hit on <em>every</em> attack. That made it so squishy types felt like they had a chance if they got unluckily focus fired & crunchy types usually faced some meaningful risk of attrition when targeted.</li> <li data-xf-list-type="ul">A cleric could convert any of their spell slots to a healing spell to heal someone after the fight yes, but with vancian casting/Adeu+metered surges there was a tangible & visceral loss of something specific rather than a quantum slot</li> <li data-xf-list-type="ul">The party had a smaller gas tank so any loss from that made a bigger difference or it hit soon enough for the reason it's not available now to still feel fresh in memory rather than several encounters later.</li> <li data-xf-list-type="ul">Charged wands could extend things to a degree but their cost ate into the party's ability to spend elsewhere on equipment gains the system assumed they would make</li> <li data-xf-list-type="ul">Resource recovery was longer & less certain</li> </ul><p>[/spoiler]</p><p>Now they are not sticky, players have dramatically more resources to nova through stuff, and recovery is trivialized to ensure it doesn't matter unless one side can pull out a can of rocks fall. The gm is restrained from pulling out that can of rocks fall by the social contract.</p><p></p><p></p><p>*4e was whatever adeu thing 4e was.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8823165, member: 93670"] [not OR delay] Back in past editions both sides in a combat were somewhat sticky for a [spoiler="few reasons"] [LIST] [*]Taking more than a 5 foot step/1 square "shift" would trigger an AoO [*]with things like the the iterative attack penalties (-5/-10/-15/-20) made it so attackers on either side could reliably hit with decent odds* on those AoOs without also being able to reliably hit on [I]every[/I] attack. That made it so squishy types felt like they had a chance if they got unluckily focus fired & crunchy types usually faced some meaningful risk of attrition when targeted. [*]A cleric could convert any of their spell slots to a healing spell to heal someone after the fight yes, but with vancian casting/Adeu+metered surges there was a tangible & visceral loss of something specific rather than a quantum slot [*]The party had a smaller gas tank so any loss from that made a bigger difference or it hit soon enough for the reason it's not available now to still feel fresh in memory rather than several encounters later. [*]Charged wands could extend things to a degree but their cost ate into the party's ability to spend elsewhere on equipment gains the system assumed they would make [*]Resource recovery was longer & less certain [/LIST] [/spoiler] Now they are not sticky, players have dramatically more resources to nova through stuff, and recovery is trivialized to ensure it doesn't matter unless one side can pull out a can of rocks fall. The gm is restrained from pulling out that can of rocks fall by the social contract. *4e was whatever adeu thing 4e was. [/QUOTE]
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