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General Tabletop Discussion
D&D Older Editions
Jonathan Tweet: Prologue to Third Edition
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<blockquote data-quote="R_Chance" data-source="post: 7782386" data-attributes="member: 55149"><p>Entirely different things… that he talks about as if they were the same thing (?). Or I took it that way at least. He talks about not being able to balance per day powers (spells) on an adventure, not in a system. Once you've accepted the assumptions of the system on recovering resources and understand the requirements it's not hard to figure out if your PCs will have the time / place available to recover in an adventure. That's my point. If you give them that time / option, fine. If not, fine. The "balance" is whatever is established for that system. That's part of the adventure design, not the system. The power level baked into the system by mechanics like this are part of the game design. Running the game, or designing an adventure happens within the constraints of the system which you have already accepted. Or, if you're homebrewing, you have already established. I use longer short / long rests for example. But my players (and I) already work with those assumptions. If you do your own system, of course, the balance will be whatever your rules establish. Now, as for people playing the rules differently, that has always been there <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Maybe I'm just misconstruing what he is talking about, but once I accept the constraints of a game system (any system) I don't have any issues working within that system and planning accordingly. If I don't like the system, or parts of it, I either homebrew the parts I don't like or use a different system. Not taking something in the system "seriously" (which is a fundamental part of the system) tells me its time to use a different system. Or Frankenstein away and change things as needed / desired <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Ymmv, of course.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7782386, member: 55149"] Entirely different things… that he talks about as if they were the same thing (?). Or I took it that way at least. He talks about not being able to balance per day powers (spells) on an adventure, not in a system. Once you've accepted the assumptions of the system on recovering resources and understand the requirements it's not hard to figure out if your PCs will have the time / place available to recover in an adventure. That's my point. If you give them that time / option, fine. If not, fine. The "balance" is whatever is established for that system. That's part of the adventure design, not the system. The power level baked into the system by mechanics like this are part of the game design. Running the game, or designing an adventure happens within the constraints of the system which you have already accepted. Or, if you're homebrewing, you have already established. I use longer short / long rests for example. But my players (and I) already work with those assumptions. If you do your own system, of course, the balance will be whatever your rules establish. Now, as for people playing the rules differently, that has always been there :) Maybe I'm just misconstruing what he is talking about, but once I accept the constraints of a game system (any system) I don't have any issues working within that system and planning accordingly. If I don't like the system, or parts of it, I either homebrew the parts I don't like or use a different system. Not taking something in the system "seriously" (which is a fundamental part of the system) tells me its time to use a different system. Or Frankenstein away and change things as needed / desired :D Ymmv, of course. [/QUOTE]
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Jonathan Tweet: Prologue to Third Edition
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