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General Tabletop Discussion
*Dungeons & Dragons
Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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<blockquote data-quote="tetrasodium" data-source="post: 9020101" data-attributes="member: 93670"><p>"It's only meant to last a session or two" is a different problem & it's a big one because that phrase gets used to dismiss many of the problems that 5e's wuxiua/isekai self insert power fantasy design concessions cause to make d&d struggle to feel like d&d. I've had groups get into their low teens & remark that they got there faster than they got to level 10 without at any point lamenting the speed of leveling. I don't remember how long it was but the game lasted over a year & I'm pretty sure it was two or three months of weekly sessions getting to level 3. </p><p></p><p>There's no prize for doing the fastest speedrun in d&d. That "only meant to last a session or two" dismisses any value in the players growing as a team with their PCs or the PCs themselves putting down roots with growing connections in the world as they adventure. In one of crawford's videos he even mentions how they discovered that not all groups advance at the same rate & how some are happy to just cruise along at a given level without advancing for long periods of time .</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9020101, member: 93670"] "It's only meant to last a session or two" is a different problem & it's a big one because that phrase gets used to dismiss many of the problems that 5e's wuxiua/isekai self insert power fantasy design concessions cause to make d&d struggle to feel like d&d. I've had groups get into their low teens & remark that they got there faster than they got to level 10 without at any point lamenting the speed of leveling. I don't remember how long it was but the game lasted over a year & I'm pretty sure it was two or three months of weekly sessions getting to level 3. There's no prize for doing the fastest speedrun in d&d. That "only meant to last a session or two" dismisses any value in the players growing as a team with their PCs or the PCs themselves putting down roots with growing connections in the world as they adventure. In one of crawford's videos he even mentions how they discovered that not all groups advance at the same rate & how some are happy to just cruise along at a given level without advancing for long periods of time . [/QUOTE]
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Community
General Tabletop Discussion
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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