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Long rests getting better but GM needs still not being considered
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<blockquote data-quote="Shiroiken" data-source="post: 8883002" data-attributes="member: 6775477"><p>Nonsense. Any game that has recovery mechanics that aren't tied to some other arbitrary mechanic. such as 13th Age) can easily have this issue. Hell, I've seen the 5MWD occur in 4E, when the benefit was minimal. The only other solution is to have a game mostly with unlimited/at-will abilities, which doesn't fit the feel of D&D for most (see the complaints about 4E).</p><p></p><p>As for your Vietnam comment, it's not about "saving" the campaign, but saving <strong>all</strong> of your campaigns. "Jesus wept," if I was a player in your game, I'd have no respect for you and would walk all over your campaign, since there's obviously no consequences. You appear to value your predetermined story more than the game itself, and as a player, I can use that to my own benefit (which is ultimately what the 5MWD is all about).</p><p></p><p></p><p>Yeah, there's a learn curve, but I'm of the opinion that the DMG should, you know, actually teach people how to DM. While I'm not a fan of 4E, the DMG was really good in that it taught the DM how to run the game the way it was intended. The 3E DMG and 5E DMG do not, assuming the DM would figure out their own playstyle with trial and error, since these editions do not have an assumed style of play. IMO the 1D&D DMG should outline the different types of play, and teach DMs how to run them properly.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8883002, member: 6775477"] Nonsense. Any game that has recovery mechanics that aren't tied to some other arbitrary mechanic. such as 13th Age) can easily have this issue. Hell, I've seen the 5MWD occur in 4E, when the benefit was minimal. The only other solution is to have a game mostly with unlimited/at-will abilities, which doesn't fit the feel of D&D for most (see the complaints about 4E). As for your Vietnam comment, it's not about "saving" the campaign, but saving [B]all[/B] of your campaigns. "Jesus wept," if I was a player in your game, I'd have no respect for you and would walk all over your campaign, since there's obviously no consequences. You appear to value your predetermined story more than the game itself, and as a player, I can use that to my own benefit (which is ultimately what the 5MWD is all about). Yeah, there's a learn curve, but I'm of the opinion that the DMG should, you know, actually teach people how to DM. While I'm not a fan of 4E, the DMG was really good in that it taught the DM how to run the game the way it was intended. The 3E DMG and 5E DMG do not, assuming the DM would figure out their own playstyle with trial and error, since these editions do not have an assumed style of play. IMO the 1D&D DMG should outline the different types of play, and teach DMs how to run them properly. [/QUOTE]
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Long rests getting better but GM needs still not being considered
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