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RPG Evolution - D&D Tactics: Hikes
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<blockquote data-quote="Stormdale" data-source="post: 8787793" data-attributes="member: 3555"><p>Lord entril wrote: </p><p>For many people, complexity takes away from the fun, it does not add to it.</p><p></p><p>I agree regaridng complexity- it is getting the balance and indeed in 5E they have overall done a good job by keeping skills more general and less "crunchy"</p><p></p><p>Lord entril wrote: </p><p>"The thing is [USER=7037991]@Vincent55[/USER] & [USER=3555]@Stormdale[/USER], given all the rule sub-systems for wilderness travel that are available from so many decades of RPGs, it is very easy for DMs who want to add complexity to do so. But I think, as evidenced by the massive growth of 5E, that the designers got it right with this edition."</p><p></p><p>However, IMO it is poor game design to basically ignore one of the "three pillers" of the game and pretend its not important or impacts on how the game can be played. Keeping track of time has always been an important aspect of D&D, especially for the DM, for many and can impact on many aspects of the adventure. How do the bandits react to an incursion to their lair? In what time frame etc? I still refer to the 1E DMG for advice in this area (p104-105) to make living enviornments. </p><p></p><p>Saying I can look up older edition is a cop out though. I shouldn't have to resort to older edition to figure out basics, nor should I need to hunt through various chapters of the 5E PHB/DMG to try to glean how long it takes to search a room or disable a trap etc to be able to use a modicum of timekeeping to track how long a party has been in a dungeon. Hand waving is fine for many but the 8 encounters per day rules make a joke out of overland travel unless you use the "gritty" style of rest rules an for some of us this does matter and impacts on how the game is played.</p><p></p><p>I don't think one page of (optional rules/guidelines for assitsing in tracking time) in the DMG or PHB to address some basic questions of the "exploration piller" is too much to ask? </p><p></p><p>I don't think the lack of decent (any) exploration rules are the reason D&D has become so popular in recent years- streaming, youtube, tv shows, pandemics etc have all had a role. I seriously doubt people are going: </p><p>" I hear the new edition of D&D ignores exploration so we can get on with the kewl fun part of the adventure- killing monsters and stealing their stuff"</p><p>"Awesome I'm in. I have ignored playing D&D for years as they had those annoying exploration rules. I'll give it a shot now."</p><p> </p><p>Stormdale</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8787793, member: 3555"] Lord entril wrote: For many people, complexity takes away from the fun, it does not add to it. I agree regaridng complexity- it is getting the balance and indeed in 5E they have overall done a good job by keeping skills more general and less "crunchy" Lord entril wrote: "The thing is [USER=7037991]@Vincent55[/USER] & [USER=3555]@Stormdale[/USER], given all the rule sub-systems for wilderness travel that are available from so many decades of RPGs, it is very easy for DMs who want to add complexity to do so. But I think, as evidenced by the massive growth of 5E, that the designers got it right with this edition." However, IMO it is poor game design to basically ignore one of the "three pillers" of the game and pretend its not important or impacts on how the game can be played. Keeping track of time has always been an important aspect of D&D, especially for the DM, for many and can impact on many aspects of the adventure. How do the bandits react to an incursion to their lair? In what time frame etc? I still refer to the 1E DMG for advice in this area (p104-105) to make living enviornments. Saying I can look up older edition is a cop out though. I shouldn't have to resort to older edition to figure out basics, nor should I need to hunt through various chapters of the 5E PHB/DMG to try to glean how long it takes to search a room or disable a trap etc to be able to use a modicum of timekeeping to track how long a party has been in a dungeon. Hand waving is fine for many but the 8 encounters per day rules make a joke out of overland travel unless you use the "gritty" style of rest rules an for some of us this does matter and impacts on how the game is played. I don't think one page of (optional rules/guidelines for assitsing in tracking time) in the DMG or PHB to address some basic questions of the "exploration piller" is too much to ask? I don't think the lack of decent (any) exploration rules are the reason D&D has become so popular in recent years- streaming, youtube, tv shows, pandemics etc have all had a role. I seriously doubt people are going: " I hear the new edition of D&D ignores exploration so we can get on with the kewl fun part of the adventure- killing monsters and stealing their stuff" "Awesome I'm in. I have ignored playing D&D for years as they had those annoying exploration rules. I'll give it a shot now." Stormdale [/QUOTE]
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