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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: 7185912" data-attributes="member: 22779"><p>But, how wide are we talking here? If you have 3 encounters in a day, say 2 - short rest - 1, then 99% of the Elephant goes away. The only play style that has an issue with this is the one that insists on one and ONLY one encounter per adventuring day.</p><p></p><p>I'd say that's a pretty wide range of play styles. No one else is having these problems.</p><p></p><p></p><p></p><p>Meh, I'm not as critical of 3e as you are. I played it for a heck of a long time without a lot of the issues that people talked about, so, I have a rather softer spot for 3e than you do. 4 EL=Party Level encounters was the DMG standard, but, typically, it tended to slide far closer to 1-3, particularly because of the swinginess of 3e. It was ridiculously easy for a Par encounter to turn deadly if the DM got on anything like a hot streak with the dice. </p><p></p><p></p><p></p><p>If you accept it, then it's not an issue is it? Isn't it the same as saying, "That's not a bug, it's a feature"? In other words, I'm not really seeing a problem if the group doesn't have any problem with the new paradigm. </p><p></p><p></p><p></p><p>AFAIC, yes, it very much does. You don't blame a screwdriver for not being a hammer. The system is not, nor has it ever been, a world building system. There are world building systems out there. Traveller being probably the grand daddy of them all. But, there are lots of others. Ranging from rules heavy to rules light. Tons of systems out there are built around the idea that you are going to use that system to develop a game world.</p><p></p><p>D&D has never been that. D&D was first and foremost about building a dungeon for the adventurers to go into and do stuff. Everything else has been layered on top of that. There's a reason that we get spells like Continual Light, and Create Food and Water, and Leomand's Hut. And all those other "We don't want to cart around all this crap all the time, so, let's have a spell for that" type spells.</p><p></p><p>At no point was D&D designed to deliver a believable world.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7185912, member: 22779"] But, how wide are we talking here? If you have 3 encounters in a day, say 2 - short rest - 1, then 99% of the Elephant goes away. The only play style that has an issue with this is the one that insists on one and ONLY one encounter per adventuring day. I'd say that's a pretty wide range of play styles. No one else is having these problems. Meh, I'm not as critical of 3e as you are. I played it for a heck of a long time without a lot of the issues that people talked about, so, I have a rather softer spot for 3e than you do. 4 EL=Party Level encounters was the DMG standard, but, typically, it tended to slide far closer to 1-3, particularly because of the swinginess of 3e. It was ridiculously easy for a Par encounter to turn deadly if the DM got on anything like a hot streak with the dice. If you accept it, then it's not an issue is it? Isn't it the same as saying, "That's not a bug, it's a feature"? In other words, I'm not really seeing a problem if the group doesn't have any problem with the new paradigm. AFAIC, yes, it very much does. You don't blame a screwdriver for not being a hammer. The system is not, nor has it ever been, a world building system. There are world building systems out there. Traveller being probably the grand daddy of them all. But, there are lots of others. Ranging from rules heavy to rules light. Tons of systems out there are built around the idea that you are going to use that system to develop a game world. D&D has never been that. D&D was first and foremost about building a dungeon for the adventurers to go into and do stuff. Everything else has been layered on top of that. There's a reason that we get spells like Continual Light, and Create Food and Water, and Leomand's Hut. And all those other "We don't want to cart around all this crap all the time, so, let's have a spell for that" type spells. At no point was D&D designed to deliver a believable world. [/QUOTE]
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