Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Poll] 15 Minute Adventuring Day, 5e, and You
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mlund" data-source="post: 5974180" data-attributes="member: 50304"><p>My friends are playing a game. For it to capture their dramatic and competitive interests there must always be a possibility of failure and success. </p><p></p><p>It doesn't have to be a statistically significant chance of failure all the time, but they appreciate the fact that if their character wanders off alone naked into a den of ravenous, crazed weasels they could get eaten. It makes the fact that they chose to wear armor, pick combat tactics, and work as a team seem meaningful to them.</p><p></p><p>That doesn't mean challenges are statistically significant risk to TPK. It just means that if they roll badly, plan poorly, and execute poorly they <strong>feel</strong> like things are dangerous for their characters.</p><p></p><p>Of course, being openly encouraged by the game system to just take a nap and go back to square one directly undermines this for them.</p><p></p><p></p><p></p><p>The challenge in most cases is simply keeping as many resources as you can preserve and avoiding unnecessary situations where things could snow-ball (cascade character failure after the healer goes down, etc.).</p><p></p><p></p><p></p><p>Ah, there in lies the rub. <strong>I</strong>, the dictatorial DM, will decide when and where their adventuring day ends. After a few "dangerous" encounters (I'm still confused as to where the "danger" is if there's not risk involved) have been met by off-loading daily renewable resources the players head for the exits - because their characters have no reason to take unnecessary risks.</p><p></p><p></p><p></p><p>I'm not really interested in overlooking design flaws just because I can paper over them myself. The rules give incentive to rest. The module puts a slew of rats 20' next to a bunch of kobold guards deliberately monitoring the pit-trap the party just fell into. The monster entry for both even says that they respond to the pit activating and fall upon the characters. They chew threw a bunch of party resources and the players want to pack up and go home. </p><p></p><p>If that's not supposed to happen then the game is doing it wrong. Yes, I can fix it. No, that doesn't make it OK.</p><p></p><p></p><p></p><p>One of two things:</p><p></p><p>1.) Exactly what happened 8 hours before they tried it. (I mean, it's a dungeon crawl. Nobody questions dungeon ecology.)</p><p></p><p>2.) So much defensive mobilization and organization that they might as well stay home. (I mean, it's a war-zone. Once you've lost the element of surprise your spec-ops is doomed.)</p><p></p><p>Which goes back to the old Combat As Sport vs. Combat As War chestnut, I suppose.</p><p></p><p></p><p></p><p>My players were more disappointed in the lost of XP really, but either resource is always just around the corner anyway. It isn't like they need to meet a quota on Kobold skulls to pay their rent.</p><p></p><p></p><p></p><p>The best solution, IMO, is for competing one more encounter today to have more value than completing one more encounter tomorrow, and then they weigh the perceived risk vs. the perceived reward.</p><p></p><p>What does it cost a <strong>player</strong> to rest their character if the DM isn't inventing sticks to punish them with? They don't lose time in the real world. What does it gain them if they press on? Nothing, currently.</p><p></p><p></p><p></p><p>I disagree. To some extent the 15MAD is more tolerated at low levels because fragility and scarcity are plainly built into the system. The 15MAD started to wear thin in play-groups I experienced in 3E somewhere around level 3-5. It's a matter of resource-management and when your wizard can only spend his daily spells in 50% increments everyone understands the variance is going to be high.</p><p></p><p></p><p></p><p>Amen.</p><p></p><p>The same can be said in macro for the rules system itself. DM's can paper over blast-rest-blast as much as they want, it doesn't change that the system has a mechanical incentive problem that needed to be papered over ad hoc.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5974180, member: 50304"] My friends are playing a game. For it to capture their dramatic and competitive interests there must always be a possibility of failure and success. It doesn't have to be a statistically significant chance of failure all the time, but they appreciate the fact that if their character wanders off alone naked into a den of ravenous, crazed weasels they could get eaten. It makes the fact that they chose to wear armor, pick combat tactics, and work as a team seem meaningful to them. That doesn't mean challenges are statistically significant risk to TPK. It just means that if they roll badly, plan poorly, and execute poorly they [b]feel[/b] like things are dangerous for their characters. Of course, being openly encouraged by the game system to just take a nap and go back to square one directly undermines this for them. The challenge in most cases is simply keeping as many resources as you can preserve and avoiding unnecessary situations where things could snow-ball (cascade character failure after the healer goes down, etc.). Ah, there in lies the rub. [b]I[/b], the dictatorial DM, will decide when and where their adventuring day ends. After a few "dangerous" encounters (I'm still confused as to where the "danger" is if there's not risk involved) have been met by off-loading daily renewable resources the players head for the exits - because their characters have no reason to take unnecessary risks. I'm not really interested in overlooking design flaws just because I can paper over them myself. The rules give incentive to rest. The module puts a slew of rats 20' next to a bunch of kobold guards deliberately monitoring the pit-trap the party just fell into. The monster entry for both even says that they respond to the pit activating and fall upon the characters. They chew threw a bunch of party resources and the players want to pack up and go home. If that's not supposed to happen then the game is doing it wrong. Yes, I can fix it. No, that doesn't make it OK. One of two things: 1.) Exactly what happened 8 hours before they tried it. (I mean, it's a dungeon crawl. Nobody questions dungeon ecology.) 2.) So much defensive mobilization and organization that they might as well stay home. (I mean, it's a war-zone. Once you've lost the element of surprise your spec-ops is doomed.) Which goes back to the old Combat As Sport vs. Combat As War chestnut, I suppose. My players were more disappointed in the lost of XP really, but either resource is always just around the corner anyway. It isn't like they need to meet a quota on Kobold skulls to pay their rent. The best solution, IMO, is for competing one more encounter today to have more value than completing one more encounter tomorrow, and then they weigh the perceived risk vs. the perceived reward. What does it cost a [B]player[/B] to rest their character if the DM isn't inventing sticks to punish them with? They don't lose time in the real world. What does it gain them if they press on? Nothing, currently. I disagree. To some extent the 15MAD is more tolerated at low levels because fragility and scarcity are plainly built into the system. The 15MAD started to wear thin in play-groups I experienced in 3E somewhere around level 3-5. It's a matter of resource-management and when your wizard can only spend his daily spells in 50% increments everyone understands the variance is going to be high. Amen. The same can be said in macro for the rules system itself. DM's can paper over blast-rest-blast as much as they want, it doesn't change that the system has a mechanical incentive problem that needed to be papered over ad hoc. - Marty Lund [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Poll] 15 Minute Adventuring Day, 5e, and You
Top