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*Dungeons & Dragons
Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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<blockquote data-quote="Emberashh" data-source="post: 9020500" data-attributes="member: 7040941"><p>You mentioned this but don't actually elaborate on what that means, and then jump to a different topic complaining about equipment in your next post.</p><p></p><p></p><p></p><p>Or you're just confusing a What Is statement for a What Ought to Be statement.</p><p></p><p>Stating that magic items are meant to be optional is not the same thing as saying thats a good thing or how the game should be designed. </p><p></p><p>Again, you keep glossing over what Ive reiterated more than once; if we have no mutual understanding on the issue then we're not going to get anywhere with finding a satisfactory fix. </p><p></p><p>And yes, this is vitally important because if you're not accurately identifying where problems come from then your fixes are only ever going to cause more problems. </p><p></p><p>High level play isn't poorly designed because it doesn't make the poorly designed Equipment mechanics work. </p><p></p><p>High level play is poorly designed because it isn't supported, takes way too long to reach (and is over in far too short a time) and in all likelihood had no real balance considerations, making it a gonzo disaster that runs the gamut from being a joke to being laughably overpowered. </p><p></p><p>Those are the core issues with high level play, and they have <em>nothing</em> to do with Equipment, which is an entirely separate problem driven by the Equipment system being both a shallow and unbalanced mess, the vast bulk of which isn't even intended to be used in a standard vanilla game. </p><p></p><p>These two issues exacerbate each other, but they do not cause each other. If we hypothetically deleted one of them, none of the issues with the other disappear, at all. That alone proves the point. </p><p></p><p></p><p></p><p>Its not an excuse. Its literally how the game was designed and intended to be played. It really shouldn't have to be said that it isn't 5e's fault that your homebrew doesn't work with it, and it isn't appropriate to criticize it for not working when you're running the game counter to how it tells you to run the game. </p><p></p><p>That doesn't mean the game automatically works if you do, but it <em>does</em> mean we can start examining what the actual problems are, and not these superfluous issues that crop up out of halfbaked homebrew.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9020500, member: 7040941"] You mentioned this but don't actually elaborate on what that means, and then jump to a different topic complaining about equipment in your next post. Or you're just confusing a What Is statement for a What Ought to Be statement. Stating that magic items are meant to be optional is not the same thing as saying thats a good thing or how the game should be designed. Again, you keep glossing over what Ive reiterated more than once; if we have no mutual understanding on the issue then we're not going to get anywhere with finding a satisfactory fix. And yes, this is vitally important because if you're not accurately identifying where problems come from then your fixes are only ever going to cause more problems. High level play isn't poorly designed because it doesn't make the poorly designed Equipment mechanics work. High level play is poorly designed because it isn't supported, takes way too long to reach (and is over in far too short a time) and in all likelihood had no real balance considerations, making it a gonzo disaster that runs the gamut from being a joke to being laughably overpowered. Those are the core issues with high level play, and they have [I]nothing[/I] to do with Equipment, which is an entirely separate problem driven by the Equipment system being both a shallow and unbalanced mess, the vast bulk of which isn't even intended to be used in a standard vanilla game. These two issues exacerbate each other, but they do not cause each other. If we hypothetically deleted one of them, none of the issues with the other disappear, at all. That alone proves the point. Its not an excuse. Its literally how the game was designed and intended to be played. It really shouldn't have to be said that it isn't 5e's fault that your homebrew doesn't work with it, and it isn't appropriate to criticize it for not working when you're running the game counter to how it tells you to run the game. That doesn't mean the game automatically works if you do, but it [I]does[/I] mean we can start examining what the actual problems are, and not these superfluous issues that crop up out of halfbaked homebrew. [/QUOTE]
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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