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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Prakriti" data-source="post: 7895507" data-attributes="member: 6855149"><p>I'm surprised you would say that. My first impression of 5E was that fast healing (healing to full after a long rest, for example) would put a serious damper on location-based adventures, and after running a few myself, I have to say that that initial impression has largely been borne out. At the very least, location-based adventures in 5E are very different from what they were in 1E and 2E, which often spread dungeon-crawling out over a period of several weeks, as the party returned frequently to town to train, rest, and recuperate. This is such an issue for me that I sometimes wonder if people playing through modern reprints of old adventures (<em>Tales from the Yawning Portal</em> and Castle Ravenloft, for example) are even really experiencing those original adventures in any meaningful sense. </p><p></p><p>But anyway -- what is it about 5E that makes you think it's particularly <em>good</em> at handling location-based adventures?</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7895507, member: 6855149"] I'm surprised you would say that. My first impression of 5E was that fast healing (healing to full after a long rest, for example) would put a serious damper on location-based adventures, and after running a few myself, I have to say that that initial impression has largely been borne out. At the very least, location-based adventures in 5E are very different from what they were in 1E and 2E, which often spread dungeon-crawling out over a period of several weeks, as the party returned frequently to town to train, rest, and recuperate. This is such an issue for me that I sometimes wonder if people playing through modern reprints of old adventures ([I]Tales from the Yawning Portal[/I] and Castle Ravenloft, for example) are even really experiencing those original adventures in any meaningful sense. But anyway -- what is it about 5E that makes you think it's particularly [I]good[/I] at handling location-based adventures? [/QUOTE]
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Community
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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