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D&D Older Editions
Mike Mearls on how 4E could have looked
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<blockquote data-quote="Lanefan" data-source="post: 7520427" data-attributes="member: 29398"><p>Same can be said for all editions, to a certain extent: if the party intentionally ran themselves on a 5-minute workday (this requires immense amounts of patience on the players' behalf, but I've seen it done) and the DM didn't force the pace, the PCs had a huge advantage. 5e just dials this problem up a bit, then tries to fix its own mistake by letting everyone fully recover overnight...and bang goes the long-term resource management aspect where health and hit points are concerned.</p><p></p><p>That flexibility comes at a bit of a cost, though: too much recovery between encounters. With the exceptions of a) dailies and b) unusual situations, the party is going to go into pretty much every encounter at or close to full pop. Thus, again other than dailies, it doesn't matter whether you-as-DM throw one or three or ten encounters at 'em in a day. Fine for the DM from the flexibility angle, great for the players/PCs from the gamist angle, but awful for anyone looking for something 'grittier' that provides a hard choice between stopping to recover or carrying on at ever-increasing risk.</p><p></p><p>A grittier system puts - in fact, forces - much more of the "managing [of] pacing and unfolding events" into the players' hands, as they have to slow down and take things on at a pace their PCs can handle. The DM can then try to force the pace and force ugly choices by putting a little time pressure on things if she so desires, and now and then (but certainly not always) should.</p><p></p><p>Put another way, one 4e adventure I ran was clearly written on the assumption that the PCs (in a 4e game) would blast through in one or two in-game days tops, due to the fact they'd recover nearly everything between each set-piece and thus - with decent management of dailies - not have to rest. The system in effect said "here, just keep going".</p><p></p><p>I ran that adventure in modified 1e and it took the party a third of a year. They took something like 5 trips back to town (a week each way; this is where a lot of that time went!), and also rested overnight on site numerous times in order to recover. The players controlled the pace, rather than the DM; and the system said "you've got some choices to make". Far better, IMO.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7520427, member: 29398"] Same can be said for all editions, to a certain extent: if the party intentionally ran themselves on a 5-minute workday (this requires immense amounts of patience on the players' behalf, but I've seen it done) and the DM didn't force the pace, the PCs had a huge advantage. 5e just dials this problem up a bit, then tries to fix its own mistake by letting everyone fully recover overnight...and bang goes the long-term resource management aspect where health and hit points are concerned. That flexibility comes at a bit of a cost, though: too much recovery between encounters. With the exceptions of a) dailies and b) unusual situations, the party is going to go into pretty much every encounter at or close to full pop. Thus, again other than dailies, it doesn't matter whether you-as-DM throw one or three or ten encounters at 'em in a day. Fine for the DM from the flexibility angle, great for the players/PCs from the gamist angle, but awful for anyone looking for something 'grittier' that provides a hard choice between stopping to recover or carrying on at ever-increasing risk. A grittier system puts - in fact, forces - much more of the "managing [of] pacing and unfolding events" into the players' hands, as they have to slow down and take things on at a pace their PCs can handle. The DM can then try to force the pace and force ugly choices by putting a little time pressure on things if she so desires, and now and then (but certainly not always) should. Put another way, one 4e adventure I ran was clearly written on the assumption that the PCs (in a 4e game) would blast through in one or two in-game days tops, due to the fact they'd recover nearly everything between each set-piece and thus - with decent management of dailies - not have to rest. The system in effect said "here, just keep going". I ran that adventure in modified 1e and it took the party a third of a year. They took something like 5 trips back to town (a week each way; this is where a lot of that time went!), and also rested overnight on site numerous times in order to recover. The players controlled the pace, rather than the DM; and the system said "you've got some choices to make". Far better, IMO. [/QUOTE]
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