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Judgement calls vs "railroading"
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<blockquote data-quote="Tony Vargas" data-source="post: 7062721" data-attributes="member: 996"><p>It's not a 'solution' exactly, because the problem isn't that it takes weeks to heal, or that you can heal overnight. The problem is that DMs (and their players) may want different pacing in a campaign, and that D&D has never done much to allow for that, with the time it takes to recover - whether hps or spells or other resources - being fixed in the in-world time, rather than flexible to the pacing of the campaign (13A, for contrast, goes to the other extreme with a purely 'meta' full-heal up every 4th encounter - thus pacing is whatever the DM wants, from minutes between encounters to, at theoretical extremes, perhaps years, it doesn't matter). </p><p></p><p>In 3.x & earlier systems that don't just have overnight healing like 5e, the days/weeks it theoretically took to heal were moot, because magical healing that re-charged in a day or less was an infinitely-renewable resource. It's not that 'natural healing was slow,' it's that natural healing might as well not have existed, as it had no meaningful impact on play. </p><p></p><p></p><p> And you have at-wills, and at least some classes (fighter, monk, warlock - oddly, wizard) recover useful resources other than hps (via HD) on a short rest. OTOH, HD take two days to fully recover, so they can't be used too freely on multiple short rests, and most classes (all the daily slot casters, Warlock mystic arcanum, barbarian rage) have daily resources, while for the 'full casters' those daily resource represent the most significant portion of their effectiveness. So the impetus to the 5MWD is lessened relative to 3.5 or AD&D, but the impact is still very much there, with encounter and class balance likely to swing significantly - thus it's important to keep close to the 6-8 encounter/2-3 short rest guidance (nor, for an Empowered DM, is that difficult to do).</p><p></p><p> Sounds good to me...</p><p>...as good as RP-carrots can, anyway. </p><p></p><p> I agree, in general. Exercising judgement can work as well as any other style of GMing, in just about any game - it requires the DM take responsibility, but it can get excellent results. I'd go further and say that, in the context of our forum, here - 5e, with it's emphasis on DM Empowerment - exercising judgement is the /best/ way to run.</p><p></p><p> Ideally, I suppose, that's not unfair. But with the implied responsibility of taking up the Empowerment that 5e offers the DM, it's good to remember that it's much easier for the DM to impose those opinions and desires. The the DM should err on the side of putting the players' experience of the game first.</p><p></p><p> I wouldn't consider a range of results from 'TPK' to 'boring roll-over' to be mere 'nuance.' </p><p></p><p> I get the idea and I have no arguments against it, per se. But, if "GM Force & Illusionism" - or DM Empowerment & good DMing, to spin it hard in the other direction - isn't seen as a bad thing, or even seen as a good thing because it leads to enjoyable play experiences for the whole table, then that insight just means, 'well, you have choice.' </p><p></p><p>I'm not sure I buy it, either - I feel like I could enable the style myself, regardless of system. </p><p></p><p>Certainly in any version of D&D, given some willingness on the part of the players.</p><p></p><p> Three editions of D&D have released in years beginning with a '2,' including the current one, of course. </p><p></p><p>The old-school perspective is not an unusual one, either, our's is a fairly grey hobby and D&D is the most common point of entry to it. Everyone knows our perspective, it's the perspective all others struggle against to be understood.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7062721, member: 996"] It's not a 'solution' exactly, because the problem isn't that it takes weeks to heal, or that you can heal overnight. The problem is that DMs (and their players) may want different pacing in a campaign, and that D&D has never done much to allow for that, with the time it takes to recover - whether hps or spells or other resources - being fixed in the in-world time, rather than flexible to the pacing of the campaign (13A, for contrast, goes to the other extreme with a purely 'meta' full-heal up every 4th encounter - thus pacing is whatever the DM wants, from minutes between encounters to, at theoretical extremes, perhaps years, it doesn't matter). In 3.x & earlier systems that don't just have overnight healing like 5e, the days/weeks it theoretically took to heal were moot, because magical healing that re-charged in a day or less was an infinitely-renewable resource. It's not that 'natural healing was slow,' it's that natural healing might as well not have existed, as it had no meaningful impact on play. And you have at-wills, and at least some classes (fighter, monk, warlock - oddly, wizard) recover useful resources other than hps (via HD) on a short rest. OTOH, HD take two days to fully recover, so they can't be used too freely on multiple short rests, and most classes (all the daily slot casters, Warlock mystic arcanum, barbarian rage) have daily resources, while for the 'full casters' those daily resource represent the most significant portion of their effectiveness. So the impetus to the 5MWD is lessened relative to 3.5 or AD&D, but the impact is still very much there, with encounter and class balance likely to swing significantly - thus it's important to keep close to the 6-8 encounter/2-3 short rest guidance (nor, for an Empowered DM, is that difficult to do). Sounds good to me... ...as good as RP-carrots can, anyway. I agree, in general. Exercising judgement can work as well as any other style of GMing, in just about any game - it requires the DM take responsibility, but it can get excellent results. I'd go further and say that, in the context of our forum, here - 5e, with it's emphasis on DM Empowerment - exercising judgement is the /best/ way to run. Ideally, I suppose, that's not unfair. But with the implied responsibility of taking up the Empowerment that 5e offers the DM, it's good to remember that it's much easier for the DM to impose those opinions and desires. The the DM should err on the side of putting the players' experience of the game first. I wouldn't consider a range of results from 'TPK' to 'boring roll-over' to be mere 'nuance.' I get the idea and I have no arguments against it, per se. But, if "GM Force & Illusionism" - or DM Empowerment & good DMing, to spin it hard in the other direction - isn't seen as a bad thing, or even seen as a good thing because it leads to enjoyable play experiences for the whole table, then that insight just means, 'well, you have choice.' I'm not sure I buy it, either - I feel like I could enable the style myself, regardless of system. Certainly in any version of D&D, given some willingness on the part of the players. Three editions of D&D have released in years beginning with a '2,' including the current one, of course. The old-school perspective is not an unusual one, either, our's is a fairly grey hobby and D&D is the most common point of entry to it. Everyone knows our perspective, it's the perspective all others struggle against to be understood. [/QUOTE]
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