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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Hussar" data-source="post: 7185880" data-attributes="member: 22779"><p>But, he does have a point. At some point, you HAVE to take ownership of your own playstyle. Particularly when a given system doesn't really dovetail with your play style. It works that way, no matter what the game is. Try running 3e, for example, where you have 6-8 encounters per day. It really doesn't work very well. Well, it works, but, you're going to kill PC's a lot. And, after a few levels, the encounters need to be so weak that they become insignificant. 3e doesn't work very well if you want to run that style of game.</p><p></p><p>So, what do you do? Do you insist that 3e is broken and needs to be fixed? Do you adjust the system yourself (maybe insisting during chargen that only certain classes can be taken and then futz about with the healing rules), or do you adjust your play style?</p><p></p><p>Because that's the choices in front of you. The "elephant in the room" is 100% of your own creation. Not everyone is having this issue. They aren't having this issue because they aren't insisting on the system conforming to their chosen playstyle but rather they have adjusted their play style to the system.</p><p></p><p>Look, you can keep trying to pound round pegs into square holes all day long, but, at some point, you have to accept that this is YOUR PROBLEM.</p><p></p><p></p><p></p><p>Sorry, no badwrongfun going on here. It's simply an acceptance of the system. D&D is not, nor has it ever been, a world building system. It just isn't. The amount of lamp shading you need to do in order to conform a world to the system looks like a solar eclipse. Making the argument that "Oh, this kind of encounter doesn't make sense because of world building considerations" has never, ever been a criteria in D&D. From the entire combat system, to Hit Points, to the magic system, to the economy, to the monsters, every single facet of the system is going to make your world building an exercise in futility.</p><p></p><p>Sure, walled towns make sense. But, then again, there's a plethora of flying monsters in D&D. Walls don't matter a whole lot when a tribe of gargoyles decides to wipe out your town. Good grief, a couple of Air Elementals would decimate a town. Never minding what a handful of Umber Hulks would do. A D&D world that actually tried to fit the system to the world would be a very, very bizarre place. It most certainly wouldn't be the Faux Europe that most campaigns are.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7185880, member: 22779"] But, he does have a point. At some point, you HAVE to take ownership of your own playstyle. Particularly when a given system doesn't really dovetail with your play style. It works that way, no matter what the game is. Try running 3e, for example, where you have 6-8 encounters per day. It really doesn't work very well. Well, it works, but, you're going to kill PC's a lot. And, after a few levels, the encounters need to be so weak that they become insignificant. 3e doesn't work very well if you want to run that style of game. So, what do you do? Do you insist that 3e is broken and needs to be fixed? Do you adjust the system yourself (maybe insisting during chargen that only certain classes can be taken and then futz about with the healing rules), or do you adjust your play style? Because that's the choices in front of you. The "elephant in the room" is 100% of your own creation. Not everyone is having this issue. They aren't having this issue because they aren't insisting on the system conforming to their chosen playstyle but rather they have adjusted their play style to the system. Look, you can keep trying to pound round pegs into square holes all day long, but, at some point, you have to accept that this is YOUR PROBLEM. Sorry, no badwrongfun going on here. It's simply an acceptance of the system. D&D is not, nor has it ever been, a world building system. It just isn't. The amount of lamp shading you need to do in order to conform a world to the system looks like a solar eclipse. Making the argument that "Oh, this kind of encounter doesn't make sense because of world building considerations" has never, ever been a criteria in D&D. From the entire combat system, to Hit Points, to the magic system, to the economy, to the monsters, every single facet of the system is going to make your world building an exercise in futility. Sure, walled towns make sense. But, then again, there's a plethora of flying monsters in D&D. Walls don't matter a whole lot when a tribe of gargoyles decides to wipe out your town. Good grief, a couple of Air Elementals would decimate a town. Never minding what a handful of Umber Hulks would do. A D&D world that actually tried to fit the system to the world would be a very, very bizarre place. It most certainly wouldn't be the Faux Europe that most campaigns are. [/QUOTE]
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