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*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="tetrasodium" data-source="post: 9791486" data-attributes="member: 93670"><p>Yes it very much would, but the design of 5e walls off too many required mechanical rules subsystems from relevance and new players are almost certain to view gm imposed changes as unjust unfun nerfs. Once that happens it doesn't matter how fun players <em>could</em> find the result because that fun is going to be found at the bottom of an impossible self fulfilling prophecy because the players have already decided that such an unjust unfun nerf <em>can't</em> be fun & they play to prove that true with every poison laced choice they make.</p><p>[Spoiler="good & relevant video"]</p><p>[MEDIA=youtube]Y7_NKe6D3-U[/MEDIA]</p><p>[/Spoiler]</p><p>Knocking down those walls with official enough rules subsystem replacements to make room for the kind of slow evolution [USER=697]@mearls[/USER] seems to be talking about in <a href="https://www.enworld.org/threads/mike-mearls-says-control-spells-are-ruining-5th-edition.715978/post-9791330" target="_blank">313</a> is too high of a bar for the gm to meet on there own while still claiming to be running d&d, but I've been desperate for drop in rules subsystem replacements for years now to reopen walled off pathways of fun and their absence from core or optional/variant was pretty much the single deciding factor in giving 5.024/the new forgotten realms books. Hard pass.</p><p></p><p>Even if it's just an optional pdf from wotc that was printed off & got Kinkos to spiral bind it would be light years more credible than anything I could homebrew or house rule into existence. That credibility is critical for halting the "this can't be fun" self fulfilling prophecy where the players reluctantly play in ways that prove it true& only then because the alternative means stepping up as gm.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9791486, member: 93670"] Yes it very much would, but the design of 5e walls off too many required mechanical rules subsystems from relevance and new players are almost certain to view gm imposed changes as unjust unfun nerfs. Once that happens it doesn't matter how fun players [I]could[/I] find the result because that fun is going to be found at the bottom of an impossible self fulfilling prophecy because the players have already decided that such an unjust unfun nerf [I]can't[/I] be fun & they play to prove that true with every poison laced choice they make. [Spoiler="good & relevant video"] [MEDIA=youtube]Y7_NKe6D3-U[/MEDIA] [/Spoiler] Knocking down those walls with official enough rules subsystem replacements to make room for the kind of slow evolution [USER=697]@mearls[/USER] seems to be talking about in [URL='https://www.enworld.org/threads/mike-mearls-says-control-spells-are-ruining-5th-edition.715978/post-9791330']313[/URL] is too high of a bar for the gm to meet on there own while still claiming to be running d&d, but I've been desperate for drop in rules subsystem replacements for years now to reopen walled off pathways of fun and their absence from core or optional/variant was pretty much the single deciding factor in giving 5.024/the new forgotten realms books. Hard pass. Even if it's just an optional pdf from wotc that was printed off & got Kinkos to spiral bind it would be light years more credible than anything I could homebrew or house rule into existence. That credibility is critical for halting the "this can't be fun" self fulfilling prophecy where the players reluctantly play in ways that prove it true& only then because the alternative means stepping up as gm. [/QUOTE]
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Mike Mearls says control spells are ruining 5th Edition
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