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General Tabletop Discussion
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Most frustrating quirk of 5E?
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<blockquote data-quote="5ekyu" data-source="post: 7537432" data-attributes="member: 6919838"><p>A key to keep in mind is that campaigns may alter structure and story timing as well. It might be just as much action and session time spent between the week long rest as it was the overnight long rest, maybe less (fewer camp at night tho maybe the camp at night wandering beasties scene gets replaced by downtime bookkeeping)</p><p></p><p>If that's the case, it's more of an aesthetic change where pretty much the same steps happen in the same order but the "you rest for the night" cut-away becomes "you rest for the week " and we have a tomayto tomahto thing going on.</p><p></p><p>My games tend to mix it up... some cases rests are easy, others not and sometimes time matters (frequently) but others not. But a mandated week long locking of many classes' abilities would not serve that model any good and would constrain our stories way too much. </p><p></p><p>But then, I dont like okra either.</p><p></p><p>As for the rest of the group not wanting to wait a week, that's just a table conflict. "Are we gonna handwaved a week so everybody can play" is a huge factor depending on the gameplay and style. If the answer is yes, then you get one set of preferred mechanics. If the answer is no, you get another and players adapt their choices. </p><p></p><p>But one of the worst would be disagreement where one or two keep doing stuff while the others hold back and recover.</p><p></p><p>You might be better served with troupe style play - where while one character recovers another moves to the front. Ars Magica style only it's for healing not spell stuff.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7537432, member: 6919838"] A key to keep in mind is that campaigns may alter structure and story timing as well. It might be just as much action and session time spent between the week long rest as it was the overnight long rest, maybe less (fewer camp at night tho maybe the camp at night wandering beasties scene gets replaced by downtime bookkeeping) If that's the case, it's more of an aesthetic change where pretty much the same steps happen in the same order but the "you rest for the night" cut-away becomes "you rest for the week " and we have a tomayto tomahto thing going on. My games tend to mix it up... some cases rests are easy, others not and sometimes time matters (frequently) but others not. But a mandated week long locking of many classes' abilities would not serve that model any good and would constrain our stories way too much. But then, I dont like okra either. As for the rest of the group not wanting to wait a week, that's just a table conflict. "Are we gonna handwaved a week so everybody can play" is a huge factor depending on the gameplay and style. If the answer is yes, then you get one set of preferred mechanics. If the answer is no, you get another and players adapt their choices. But one of the worst would be disagreement where one or two keep doing stuff while the others hold back and recover. You might be better served with troupe style play - where while one character recovers another moves to the front. Ars Magica style only it's for healing not spell stuff. [/QUOTE]
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