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Jonathan Tweet: Third Edition and Per-Day Spells
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<blockquote data-quote="slobster" data-source="post: 7927065" data-attributes="member: 6693711"><p>This is one place where the vocabulary makes understanding and communicating a bit clunky. When I say "I'm simulationist" in this conversation, I'm just talking about the rest cycles and rules of 13th age vs. something like stock 5E. What I'm definitely NOT saying is that I strive primarily for "realism" in my games. I am not a "sim" gamer.</p><p></p><p>What I am looking for is immersion, believability, and for the game rules as a construct to fall away during play. In other words, I just want verisimilitude. I want the players to really feel like they are adventuring in a fantasy world, and for the rules to basically be a means to that end.</p><p></p><p>Something like the 13th Age rest mechanic feels, to me, like it erodes at the verisimilitude because it leads to players asking things like "why do I feel rested now? Why does it always happen after a set number of encounters, doesn't that seem a bit unrealistic? How come I got three rests in a day when we were delving the tomb of the Red Emperor, but now it's been 3 months in our ocean voyage and we're only getting our first rest after the pirate attack?" That's not to say it's a bad system, generally. But its drawbacks are big enough for me that I'd rather deal with the headache of planning around the "you sleep, you long rest" system and all the issues you need to solve with that, because the benefit of immersion and player agency is, IMO, worth the trade-off.</p></blockquote><p></p>
[QUOTE="slobster, post: 7927065, member: 6693711"] This is one place where the vocabulary makes understanding and communicating a bit clunky. When I say "I'm simulationist" in this conversation, I'm just talking about the rest cycles and rules of 13th age vs. something like stock 5E. What I'm definitely NOT saying is that I strive primarily for "realism" in my games. I am not a "sim" gamer. What I am looking for is immersion, believability, and for the game rules as a construct to fall away during play. In other words, I just want verisimilitude. I want the players to really feel like they are adventuring in a fantasy world, and for the rules to basically be a means to that end. Something like the 13th Age rest mechanic feels, to me, like it erodes at the verisimilitude because it leads to players asking things like "why do I feel rested now? Why does it always happen after a set number of encounters, doesn't that seem a bit unrealistic? How come I got three rests in a day when we were delving the tomb of the Red Emperor, but now it's been 3 months in our ocean voyage and we're only getting our first rest after the pirate attack?" That's not to say it's a bad system, generally. But its drawbacks are big enough for me that I'd rather deal with the headache of planning around the "you sleep, you long rest" system and all the issues you need to solve with that, because the benefit of immersion and player agency is, IMO, worth the trade-off. [/QUOTE]
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Jonathan Tweet: Third Edition and Per-Day Spells
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