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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8634857" data-attributes="member: 6790260"><p>It reflects many of the design weaknesses (not faults <em>per se</em>) of 5e: wanting a single mechanic to meet two opposing goals, and thus ending up with something that falls short of both.</p><p></p><p>E.g., they wanted to preserve the feeling of progression in monsters without having their defenses grow much, <em>and also</em> make quick, not particularly tactical fights. This resulted in monsters that can only meaningfully get harder by giving them more HP and which can't have complicated tactical abilities (unless they're spells...), producing a game that is full of "ugly bag of HP" enemies that aren't interesting to fight.</p><p></p><p>Advantage(/Dis) was meant to fulfill both the weapon-of-first-resort so that they could eliminate the profusion of modifiers, and the weapon-of-last-resort as a chunky, powerful benefit without being game-breaking. As a result, we ended up with something where there's no room to grow or do better, it's just "get advantage, done." (Unless you're an elf or half-elf, in which case Elven Accuracy gives you special super-advantage because <em>that's totally fair and reasonable</em>.)</p><p></p><p>Similar concerns apply to resting patterns (meant to balance classes <em>and</em> meant to give bite to the adventuring day, ended up just re-encouraging the 5MWD), healing, and some other things. Some of these things are getting direct address in "5.5e" (or whatever they're going to call it), but it reflects the design issues, some of which <em>were</em> things people gave feedback on back during the Next playtest....mostly because I know I did, and I discussed it with a number of other playtesters who also gave that feedback.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8634857, member: 6790260"] It reflects many of the design weaknesses (not faults [I]per se[/I]) of 5e: wanting a single mechanic to meet two opposing goals, and thus ending up with something that falls short of both. E.g., they wanted to preserve the feeling of progression in monsters without having their defenses grow much, [I]and also[/I] make quick, not particularly tactical fights. This resulted in monsters that can only meaningfully get harder by giving them more HP and which can't have complicated tactical abilities (unless they're spells...), producing a game that is full of "ugly bag of HP" enemies that aren't interesting to fight. Advantage(/Dis) was meant to fulfill both the weapon-of-first-resort so that they could eliminate the profusion of modifiers, and the weapon-of-last-resort as a chunky, powerful benefit without being game-breaking. As a result, we ended up with something where there's no room to grow or do better, it's just "get advantage, done." (Unless you're an elf or half-elf, in which case Elven Accuracy gives you special super-advantage because [I]that's totally fair and reasonable[/I].) Similar concerns apply to resting patterns (meant to balance classes [I]and[/I] meant to give bite to the adventuring day, ended up just re-encouraging the 5MWD), healing, and some other things. Some of these things are getting direct address in "5.5e" (or whatever they're going to call it), but it reflects the design issues, some of which [I]were[/I] things people gave feedback on back during the Next playtest....mostly because I know I did, and I discussed it with a number of other playtesters who also gave that feedback. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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