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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls and "Action Economy"
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<blockquote data-quote="Zilong" data-source="post: 7388816" data-attributes="member: 6794996"><p>Mechanically, sure, encounters are basically resource drains. But I would not be, nor do I think any of my players would be interested if I were to describe D&D as a game about optimizing resource. Narrative is, for when I play at least, always the driving force, not whether or not Rachel the cleric can use every one of her action, bonus action, reaction and whatever else in the most efficient manner. Granted, there is some enjoyment to be found in doing your best to help the group, but that is true even in less mechanically focused systems.</p><p></p><p>For that reason I'm content with this edition's and its designer team's approach in trying to de-emphasize the mechanical bookkeeping clutter. Concerns about the action economy from a design standpoint fall into the extra clutter as far as actually running and playing the game for gamers I know.</p></blockquote><p></p>
[QUOTE="Zilong, post: 7388816, member: 6794996"] Mechanically, sure, encounters are basically resource drains. But I would not be, nor do I think any of my players would be interested if I were to describe D&D as a game about optimizing resource. Narrative is, for when I play at least, always the driving force, not whether or not Rachel the cleric can use every one of her action, bonus action, reaction and whatever else in the most efficient manner. Granted, there is some enjoyment to be found in doing your best to help the group, but that is true even in less mechanically focused systems. For that reason I'm content with this edition's and its designer team's approach in trying to de-emphasize the mechanical bookkeeping clutter. Concerns about the action economy from a design standpoint fall into the extra clutter as far as actually running and playing the game for gamers I know. [/QUOTE]
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Mike Mearls and "Action Economy"
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