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Self-Defeating Rules in D&D
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<blockquote data-quote="Ruin Explorer" data-source="post: 9750649" data-attributes="member: 18"><p>I think it's time to let torches go.</p><p></p><p>I don't think there is any possible way 5E or 6E or 7E can make people excited about or interested in torches. Torches have been doomed since 2nd Edition at the absolute latest (just look at early-2E FR books and how obsessed they are with "glowglobes" or w/e they're called). They're not an interesting or fun thing to think about for 95% of players, and for the few who do love that stuff, there are multiple RPGs focused on that particular subject, or using it as a huge mechanic.</p><p></p><p>In a game where Light, Continual Light/Flame, other magical light sources and so on are common, trying to make torches happen is absolutely "trying to make 'fetch' happen".</p><p></p><p>I think there are a lot of other simulationist-adjacent elements that could be made engaging, but torches absolutely isn't a possibility for D&D. They can be ruled out. Healing is similar - every single "I want changes to downtime healing" proposal I've seen is identical in where it ends - "Make it totally trivial if they have a magical healer of any description, and insane pain if they don't!!!" and without any gameplay-based reasoning for this it just seems like cargo-cult nonsense.</p><p></p><p>Better darkness/darkvision rules would be great though.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9750649, member: 18"] I think it's time to let torches go. I don't think there is any possible way 5E or 6E or 7E can make people excited about or interested in torches. Torches have been doomed since 2nd Edition at the absolute latest (just look at early-2E FR books and how obsessed they are with "glowglobes" or w/e they're called). They're not an interesting or fun thing to think about for 95% of players, and for the few who do love that stuff, there are multiple RPGs focused on that particular subject, or using it as a huge mechanic. In a game where Light, Continual Light/Flame, other magical light sources and so on are common, trying to make torches happen is absolutely "trying to make 'fetch' happen". I think there are a lot of other simulationist-adjacent elements that could be made engaging, but torches absolutely isn't a possibility for D&D. They can be ruled out. Healing is similar - every single "I want changes to downtime healing" proposal I've seen is identical in where it ends - "Make it totally trivial if they have a magical healer of any description, and insane pain if they don't!!!" and without any gameplay-based reasoning for this it just seems like cargo-cult nonsense. Better darkness/darkvision rules would be great though. [/QUOTE]
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