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Playstyle vs Mechanics
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<blockquote data-quote="Retros_x" data-source="post: 9531273" data-attributes="member: 7033171"><p>Because I or my players might like 5e? I played harder "gritty" 5e games. Its not that hard its just designing an adventure differently. But you have to design it anyway there is not a real higher workload in prepping. I agree that other games feel differently or naturally more hardcore, but I am annoyed by the notion that 5e forces you to play superhero style and if you try otherwise you have to modify the whole system. Thats just not true, based on my own experiences of someone who runs harder 5e games, where character death actually happens and not just super rare and resources matter.</p><p></p><p>I answered quite directly to one specific point you made.</p><p></p><p>But you yourself make this difference about superhero playstyle mainly over difficulty. You talk about trivializing difficulty. I disagree with you, based on my own experience, 5e doesn't push you to play a superhero game. Not via its systems. You just have to design the adventure accordingly (like you need to do anyway) and adjust difficulty accordingly. And you might use variant rules that are printed in the official product and are part of the system.</p><p></p><p>(btw the 5e getting-knocked-out, healing word-upped, knocked out again, waking up cycle is not something I saw in any superhero story)</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9531273, member: 7033171"] Because I or my players might like 5e? I played harder "gritty" 5e games. Its not that hard its just designing an adventure differently. But you have to design it anyway there is not a real higher workload in prepping. I agree that other games feel differently or naturally more hardcore, but I am annoyed by the notion that 5e forces you to play superhero style and if you try otherwise you have to modify the whole system. Thats just not true, based on my own experiences of someone who runs harder 5e games, where character death actually happens and not just super rare and resources matter. I answered quite directly to one specific point you made. But you yourself make this difference about superhero playstyle mainly over difficulty. You talk about trivializing difficulty. I disagree with you, based on my own experience, 5e doesn't push you to play a superhero game. Not via its systems. You just have to design the adventure accordingly (like you need to do anyway) and adjust difficulty accordingly. And you might use variant rules that are printed in the official product and are part of the system. (btw the 5e getting-knocked-out, healing word-upped, knocked out again, waking up cycle is not something I saw in any superhero story) [/QUOTE]
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