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Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="Lanefan" data-source="post: 9792108" data-attributes="member: 29398"><p>If I'm out of action for an uncertain length of time, I have several options. In rough order of best to worst in terms of what I could do next:</p><p></p><p>--- continue paying attention (quietly!) to see what happens next, i.e. seamlessly slip from participant to audience</p><p>--- find something game-related to keep me occupied (e.g. rewriting my character sheet) while still paying enough attention to be ready if-when I'm back in play</p><p>--- find something non-game related, ditto</p><p>--- disengage completely to the point where I have no idea what the party did while I was out of action and have to be summoned or woken up or alerted if-when I'm back in play (online play and the distractions of home make this far too easy)</p><p>--- sit there and scowl like a petulant child</p><p>--- go home for the night.</p><p></p><p>I gave up on adblockers once too many sites started insisting I whitelist them as a condition of using/viewing the site, thus defeating the point.</p><p></p><p>As written that wouldn't appear in the rules, and nor should it. However, something along the lines of "<em>As a player, be aware up front that certain game effects, die-roll outcomes, and in-character choices may put you out of play for a while. This is normal, and to be expected in a game where characters can be knocked out or killed and where players can choose to have their characters act alone, or not act at all.</em>" should very much be in there, front and centre; and if it's not that's a flat-out failure on the part of the rules-writers.</p><p></p><p>For all I know, a player busting out a phone at my table could very well be doing game-related stuff; as all our spells, pantheons, game logs, and setting maps are online along with about 95% of our rules.</p><p></p><p>In fact, I'd be disappointed if a player, on having a character perma-die during low level play, <em>didn't</em> bust out a phone or tablet right away in order to roll up a replacement!</p><p></p><p>Metaphorically, yes; that being the times when the player's character is out of action, or away from the party, or dead awaiting revival, etc.</p><p></p><p>Same difference.</p><p></p><p>Game played as war or game played as sport, then. Semantics.</p><p></p><p>As others in this thread have noted, oftentimes the most effective play (in any game, not just D&D) is also the most boring. I'm not sure there's a way to design that out without at the same time making everyone play exactly the same.</p><p></p><p>Murderhobo play is the reason for doing this, isn't it? As such, how can it ever be disruptive?</p><p></p><p>As for private in-character conversations, your original take very much did come across as "they should be shut down in general and merely assumed to have happened without being played through", hence my response.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9792108, member: 29398"] If I'm out of action for an uncertain length of time, I have several options. In rough order of best to worst in terms of what I could do next: --- continue paying attention (quietly!) to see what happens next, i.e. seamlessly slip from participant to audience --- find something game-related to keep me occupied (e.g. rewriting my character sheet) while still paying enough attention to be ready if-when I'm back in play --- find something non-game related, ditto --- disengage completely to the point where I have no idea what the party did while I was out of action and have to be summoned or woken up or alerted if-when I'm back in play (online play and the distractions of home make this far too easy) --- sit there and scowl like a petulant child --- go home for the night. I gave up on adblockers once too many sites started insisting I whitelist them as a condition of using/viewing the site, thus defeating the point. As written that wouldn't appear in the rules, and nor should it. However, something along the lines of "[I]As a player, be aware up front that certain game effects, die-roll outcomes, and in-character choices may put you out of play for a while. This is normal, and to be expected in a game where characters can be knocked out or killed and where players can choose to have their characters act alone, or not act at all.[/I]" should very much be in there, front and centre; and if it's not that's a flat-out failure on the part of the rules-writers. For all I know, a player busting out a phone at my table could very well be doing game-related stuff; as all our spells, pantheons, game logs, and setting maps are online along with about 95% of our rules. In fact, I'd be disappointed if a player, on having a character perma-die during low level play, [I]didn't[/I] bust out a phone or tablet right away in order to roll up a replacement! Metaphorically, yes; that being the times when the player's character is out of action, or away from the party, or dead awaiting revival, etc. Same difference. Game played as war or game played as sport, then. Semantics. As others in this thread have noted, oftentimes the most effective play (in any game, not just D&D) is also the most boring. I'm not sure there's a way to design that out without at the same time making everyone play exactly the same. Murderhobo play is the reason for doing this, isn't it? As such, how can it ever be disruptive? As for private in-character conversations, your original take very much did come across as "they should be shut down in general and merely assumed to have happened without being played through", hence my response. [/QUOTE]
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