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So the Power Feats Got Nerfed!
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<blockquote data-quote="Willie the Duck" data-source="post: 8797074" data-attributes="member: 6799660"><p>I'm talking broad strokes of the brush. They stated that it works best under XYZ conditions, and if you don't find your game matching those expectations, here is some advice and an some example alternate rest frequencies (such as Gritty Realism rest variant) that might better match your playstyle experience. My first paragraph was my main point -- unless they want to try a significantly different resource-recharge loop (4e, something like 13 Age does, or something new entirely), or go back to establishing parameters of playstyle (renormalizing the dungeon crawl, for instance, or doom clocks, etc.), it seems the only real way they've left themselves to mitigate the 5/15-minute workday pretty is to set a standard for how many fights one is expected to get through. If they've gotten the math subtly wrong for 6-8, or if it would have been better to say 3-4 of a harder CR, that's certainly possible, just outside the point I was trying to make. </p><p></p><p></p><p>My point is that I don't care where the 'default' is set. I stopped playing video/computer-games regularly back in the Atari/NES-era, so this might be a very out-of-date analogy. Anyways, I remember the title screen popping up with 'easy,' 'medium,' and 'hard.' There would be an arrow you could move around between the three options. I don't think that where that initial arrow shows up as default speaks all that much about the game as a whole (Qbert doesn't become easy because it has the arrow start on Easy, while Pac Man is hard because that's where it's arrow defaults), and D&D is the same. </p><p></p><p>Well yes, that was an example of a game where they didn't work with players trying to dial in specific experiences. Traveller did better with specific options (military campaign, etc.), and GURPS/Hero made it a fundamental premise. </p><p></p><p>I agree, however, again I don't think where the default arrow rests is super important, so long as you make clear (and I think the biggest thing WotC needs to do with 2024 D&D compared to 2014 D&D is clarification of goals, reasons, process; as well as guidance on how best to change the dials and settings to curate a specific gameplay experience) how you set things to get various outcomes.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8797074, member: 6799660"] I'm talking broad strokes of the brush. They stated that it works best under XYZ conditions, and if you don't find your game matching those expectations, here is some advice and an some example alternate rest frequencies (such as Gritty Realism rest variant) that might better match your playstyle experience. My first paragraph was my main point -- unless they want to try a significantly different resource-recharge loop (4e, something like 13 Age does, or something new entirely), or go back to establishing parameters of playstyle (renormalizing the dungeon crawl, for instance, or doom clocks, etc.), it seems the only real way they've left themselves to mitigate the 5/15-minute workday pretty is to set a standard for how many fights one is expected to get through. If they've gotten the math subtly wrong for 6-8, or if it would have been better to say 3-4 of a harder CR, that's certainly possible, just outside the point I was trying to make. My point is that I don't care where the 'default' is set. I stopped playing video/computer-games regularly back in the Atari/NES-era, so this might be a very out-of-date analogy. Anyways, I remember the title screen popping up with 'easy,' 'medium,' and 'hard.' There would be an arrow you could move around between the three options. I don't think that where that initial arrow shows up as default speaks all that much about the game as a whole (Qbert doesn't become easy because it has the arrow start on Easy, while Pac Man is hard because that's where it's arrow defaults), and D&D is the same. Well yes, that was an example of a game where they didn't work with players trying to dial in specific experiences. Traveller did better with specific options (military campaign, etc.), and GURPS/Hero made it a fundamental premise. I agree, however, again I don't think where the default arrow rests is super important, so long as you make clear (and I think the biggest thing WotC needs to do with 2024 D&D compared to 2014 D&D is clarification of goals, reasons, process; as well as guidance on how best to change the dials and settings to curate a specific gameplay experience) how you set things to get various outcomes. [/QUOTE]
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