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Mearls: The core of D&D
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<blockquote data-quote="Crazy Jerome" data-source="post: 5604900" data-attributes="member: 54877"><p>The threat of the party to go nova, and then get away with it for metagaming reasons, has been in every edition of D&D, albeit to varying degrees. The DM has always had the ability to combat it, with time-sensitive threats, and other such in-game levers.</p><p> </p><p>What has changed over editions are the tools built into the game to make this easy on the DM and/or encourage the party to play along. Since the tools have varied on how they appeal (i.e. sim reasons, narrative reasons, metagaming reasons, etc.), naturally, different DMs and players have found some of the tools more or less useful and appealing.</p><p> </p><p>Accordingly, I think it is nigh-useless to talk about handling nova issues, unless one is also willing to determine which tools a particular group will find acceptable. And for which campaigns--some options are more appealing to certain styles of a campaign, such that a given group might like that tool only part of the time.</p><p> </p><p>For example, you can easily put in a sim/gamist limit on novas by limiting healing to relatively expensive magic and time-sensitive magic (that scales with level), and then sharply regulating funds. There--you can nova, but it will cost you a lot of treasure. Or you can go slower, and let threats mounts. Or you can be more strategic, and spend when speed is important. This will work in any edition, with minimal house rules. It just might not feel right for a lot of games. <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></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5604900, member: 54877"] The threat of the party to go nova, and then get away with it for metagaming reasons, has been in every edition of D&D, albeit to varying degrees. The DM has always had the ability to combat it, with time-sensitive threats, and other such in-game levers. What has changed over editions are the tools built into the game to make this easy on the DM and/or encourage the party to play along. Since the tools have varied on how they appeal (i.e. sim reasons, narrative reasons, metagaming reasons, etc.), naturally, different DMs and players have found some of the tools more or less useful and appealing. Accordingly, I think it is nigh-useless to talk about handling nova issues, unless one is also willing to determine which tools a particular group will find acceptable. And for which campaigns--some options are more appealing to certain styles of a campaign, such that a given group might like that tool only part of the time. For example, you can easily put in a sim/gamist limit on novas by limiting healing to relatively expensive magic and time-sensitive magic (that scales with level), and then sharply regulating funds. There--you can nova, but it will cost you a lot of treasure. Or you can go slower, and let threats mounts. Or you can be more strategic, and spend when speed is important. This will work in any edition, with minimal house rules. It just might not feel right for a lot of games. ;) [/QUOTE]
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