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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="ad_hoc" data-source="post: 7760069" data-attributes="member: 6748898"><p>Oh sure. And 3e had a grid as default along with lots of rules that were gamey.</p><p></p><p>5e has theatre of the mind as default.</p><p></p><p>The story first vs mechanics first is what is valued in the game.</p><p></p><p>Is the game Heroquest? Or is it narrative driven?</p><p></p><p>I think people see in 5e what they are used to in other editions (or perhaps what they want out of the game). There are people who say the only rules in the game are about combat tactics. And there are people who say the 'fluff' doesn't matter and is easily mutable in order to achieve some sort of mechanical option. They dismiss the narrative elements and then say the game doesn't have any.</p><p></p><p>Then we end up with a lot of threads on confusion over skills. The skills system was designed to be narrative. They only matter if they matter cinematically. I've noticed that some people are unable to understand this because of how they have framed the game. </p><p></p><p>5e is designed to play out like an action movie rather than a board game. </p><p></p><p>Another example is how rests work. I've seen the same people who say D&D isn't an RPG and just a tactical combat game also take a long rest after every encounter. Then say the game is broken. An action movie would be incredibly dull if the protagonists weren't under any sort of pressure and just took challenges in their own time on their own terms.</p><p></p><p>Competitive games are all about finding whatever advantages you can, including 'rules abuse'. Some people try to parse the rules language in 5e to silly results in order to gain an advantage. Whenever that comes up I point them to the candle in the equipment section. Nowhere in the rules does it say it must be lit in order to provide light.</p><p></p><p>Then when Mearls comes out and says, no really that is what the game is about, they decry that he is a terrible designer because he doesn't know what he is talking about.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7760069, member: 6748898"] Oh sure. And 3e had a grid as default along with lots of rules that were gamey. 5e has theatre of the mind as default. The story first vs mechanics first is what is valued in the game. Is the game Heroquest? Or is it narrative driven? I think people see in 5e what they are used to in other editions (or perhaps what they want out of the game). There are people who say the only rules in the game are about combat tactics. And there are people who say the 'fluff' doesn't matter and is easily mutable in order to achieve some sort of mechanical option. They dismiss the narrative elements and then say the game doesn't have any. Then we end up with a lot of threads on confusion over skills. The skills system was designed to be narrative. They only matter if they matter cinematically. I've noticed that some people are unable to understand this because of how they have framed the game. 5e is designed to play out like an action movie rather than a board game. Another example is how rests work. I've seen the same people who say D&D isn't an RPG and just a tactical combat game also take a long rest after every encounter. Then say the game is broken. An action movie would be incredibly dull if the protagonists weren't under any sort of pressure and just took challenges in their own time on their own terms. Competitive games are all about finding whatever advantages you can, including 'rules abuse'. Some people try to parse the rules language in 5e to silly results in order to gain an advantage. Whenever that comes up I point them to the candle in the equipment section. Nowhere in the rules does it say it must be lit in order to provide light. Then when Mearls comes out and says, no really that is what the game is about, they decry that he is a terrible designer because he doesn't know what he is talking about. [/QUOTE]
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