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Judgement calls vs "railroading"
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<blockquote data-quote="Tony Vargas" data-source="post: 7061961" data-attributes="member: 996"><p>It rarely ever did in a practical sense. In 5e, it takes two days (a long rest, the balance of 24 hrs so you can take a second, and those 6 or 8 hrs, so not even quite two) to fully recover (all hps, all slots, all other long-rest-recharge resources, and all HD). In 4e it took one long rest (unless the disease track was involved, I suppose). In 3e it took no more than 24 hrs (depending on how/when the characters resources refreshed, a cleric might be a certain time of day, if that had just recently passed...), but recovering hps might be trivial - from wands and such - or might add another 24 to that cycle if the healers tapped themselves out getting everyone back up and need to refresh their spells again, and they were time-of-day recharge rather than rest-and-prepare. AD&D, it took a certain number of hours (at least 4) to rest before re-memorizing spells, and time to memorize each based on level (so a low level character could be refreshed in less than a 5e long rest, but a high level one could literally take all day). Again, if you exhausted your healer getting everyone up, you'd need another cycle. </p><p>Sure, in theory you could forego the wands and the infinitely-renewable resource of daily spells and sit around healing 'naturally' for days, or weeks, up to six of them in 1e, IIRC. But that assumed an untenable party composition.</p><p></p><p> DM judgement can override any mechanic, I think, is what you're getting at? Obviously, 5e has plenty of mechanics, not all of which absolutely require judgment every time (though the basic resolution system certainly does).</p><p></p><p> You certainly want to acquire every possible +1 bonus under bounded accuracy, as every +1 in precious, because it's unlikely you've already overwhelmed the d20. In 3.x, your ranks & synergy & magic-item & other bonuses could make another +1 meaningless on a skill you've heavily specialized in, for instance, and another +1 to hit for a fighter might mean nothing more than another +1 to throw into Power Attack (if his other bonuses exceed his BAB, it might not even mean that!). So that's a contrast. But pemerton is right in as much as it does mean the player has less 'agency' - and the dice, in essence, more (though 'dice agency' isn't a term I'm aware of). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>That's just the flip side of the obvious problems 3.x showcased in overwhelming the d20, though. And, though the 5e player can't build up his character to the point it's certain to succeed at specific sorts of tasks, the DM /can/ rule that a given action declaration works without calling for a check. So you can have the character who's strong enough he doesn't have to roll to open a stuck door - it's just not something the player can specifically design into his character based only on the system. That ball is in the DM's court. (Really, the 5e DM has to have a lotta balls... in his court.)</p><p></p><p></p><p> With power comes responsibility. The GM has more control over the game than the players, he needs to exercise restraint. That's part of what's behind 'railroading' being so negative - it could be symptomatic of a DM abusing his role.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7061961, member: 996"] It rarely ever did in a practical sense. In 5e, it takes two days (a long rest, the balance of 24 hrs so you can take a second, and those 6 or 8 hrs, so not even quite two) to fully recover (all hps, all slots, all other long-rest-recharge resources, and all HD). In 4e it took one long rest (unless the disease track was involved, I suppose). In 3e it took no more than 24 hrs (depending on how/when the characters resources refreshed, a cleric might be a certain time of day, if that had just recently passed...), but recovering hps might be trivial - from wands and such - or might add another 24 to that cycle if the healers tapped themselves out getting everyone back up and need to refresh their spells again, and they were time-of-day recharge rather than rest-and-prepare. AD&D, it took a certain number of hours (at least 4) to rest before re-memorizing spells, and time to memorize each based on level (so a low level character could be refreshed in less than a 5e long rest, but a high level one could literally take all day). Again, if you exhausted your healer getting everyone up, you'd need another cycle. Sure, in theory you could forego the wands and the infinitely-renewable resource of daily spells and sit around healing 'naturally' for days, or weeks, up to six of them in 1e, IIRC. But that assumed an untenable party composition. DM judgement can override any mechanic, I think, is what you're getting at? Obviously, 5e has plenty of mechanics, not all of which absolutely require judgment every time (though the basic resolution system certainly does). You certainly want to acquire every possible +1 bonus under bounded accuracy, as every +1 in precious, because it's unlikely you've already overwhelmed the d20. In 3.x, your ranks & synergy & magic-item & other bonuses could make another +1 meaningless on a skill you've heavily specialized in, for instance, and another +1 to hit for a fighter might mean nothing more than another +1 to throw into Power Attack (if his other bonuses exceed his BAB, it might not even mean that!). So that's a contrast. But pemerton is right in as much as it does mean the player has less 'agency' - and the dice, in essence, more (though 'dice agency' isn't a term I'm aware of). ;) That's just the flip side of the obvious problems 3.x showcased in overwhelming the d20, though. And, though the 5e player can't build up his character to the point it's certain to succeed at specific sorts of tasks, the DM /can/ rule that a given action declaration works without calling for a check. So you can have the character who's strong enough he doesn't have to roll to open a stuck door - it's just not something the player can specifically design into his character based only on the system. That ball is in the DM's court. (Really, the 5e DM has to have a lotta balls... in his court.) With power comes responsibility. The GM has more control over the game than the players, he needs to exercise restraint. That's part of what's behind 'railroading' being so negative - it could be symptomatic of a DM abusing his role. [/QUOTE]
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