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<blockquote data-quote="Maxperson" data-source="post: 9530079" data-attributes="member: 23751"><p>No matter how much you try, there is no one true way of 5e gameplay. It's an absolute fact that you are wrong, since I've played 5e several different ways.</p><p></p><p>You place too much weight on predictability. So what if I can predictably say that we will trigger pretty much every trap we come across because we are relying on darkvision. That doesn't make triggering all those traps a good thing. So what if I can guarantee us to be ambushed and surprised a ton because we can't see the enemies coming. That doesn't make it a good thing.</p><p></p><p>Light is also just as predictable as darkness. Groups I've DM'd for and played in have been using continual light coins since 1e. Now the darkness spell can overcome that, but it also overcomes darkvision. Torches were almost never a limiter in any way. You bought them by the dozens and they were obsolete to the continual light in a few levels.</p><p></p><p>Those same rules have been present since the 1970s.</p><p></p><p>There are no inherent problems in the 5e rule set to sandbox games. None. Safety and durability are irrelevant to being in a sandbox. As long as the DM can create a world for the players to explore and the players can pick and choose where they go, it's a perfect Sandbox. What rules prevent me from doing that in 5e? Not one.</p><p></p><p>Whether you think PCs are too durable and safe is a completely separate metric that has nothing to do with most playstyles.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9530079, member: 23751"] No matter how much you try, there is no one true way of 5e gameplay. It's an absolute fact that you are wrong, since I've played 5e several different ways. You place too much weight on predictability. So what if I can predictably say that we will trigger pretty much every trap we come across because we are relying on darkvision. That doesn't make triggering all those traps a good thing. So what if I can guarantee us to be ambushed and surprised a ton because we can't see the enemies coming. That doesn't make it a good thing. Light is also just as predictable as darkness. Groups I've DM'd for and played in have been using continual light coins since 1e. Now the darkness spell can overcome that, but it also overcomes darkvision. Torches were almost never a limiter in any way. You bought them by the dozens and they were obsolete to the continual light in a few levels. Those same rules have been present since the 1970s. There are no inherent problems in the 5e rule set to sandbox games. None. Safety and durability are irrelevant to being in a sandbox. As long as the DM can create a world for the players to explore and the players can pick and choose where they go, it's a perfect Sandbox. What rules prevent me from doing that in 5e? Not one. Whether you think PCs are too durable and safe is a completely separate metric that has nothing to do with most playstyles. [/QUOTE]
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