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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8648826" data-attributes="member: 7025508"><p>Sure. But the question really was about how we establish whether a ranger knows where a dragon is, not viability of 5e hexcrawls. And I feel your old school answer and my 5e answer were very similar. There is a GM established objective world from which the PCs can gain knowledge via ability/skill rolls, the difficulty of which is being tied to the specificity of the knowledge being sought.</p><p></p><p>But regarding hexcrawls, I kinda wish 5e had more structure for travel and I have houseruled several of the "skip travelling challenges" spells and features. However, reading your descriptions of what you think proper travel focus takes, I can say with confidence that I don't want that either, and I would be highly surprised if majority of the current player base wouldn't feel the same. Frankly, a lot of that just seems like tedious micromanaging to me, and I don't find it appealing.</p><p></p><p>I don't know, I'd really like to have some sort of distilled broad strokes version of interesting travel mechanics I could insert in 5e. Something between detailed micromanaging of specific hexes and resources and the GM just making something up on a whim. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" /></p><p></p><p>Perhaps I should have look at that AP [USER=71699]@clearstream[/USER] was talking about which had something like that. What was it? Not that it really looked exactly like the sort of thing I'm thinking.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8648826, member: 7025508"] Sure. But the question really was about how we establish whether a ranger knows where a dragon is, not viability of 5e hexcrawls. And I feel your old school answer and my 5e answer were very similar. There is a GM established objective world from which the PCs can gain knowledge via ability/skill rolls, the difficulty of which is being tied to the specificity of the knowledge being sought. But regarding hexcrawls, I kinda wish 5e had more structure for travel and I have houseruled several of the "skip travelling challenges" spells and features. However, reading your descriptions of what you think proper travel focus takes, I can say with confidence that I don't want that either, and I would be highly surprised if majority of the current player base wouldn't feel the same. Frankly, a lot of that just seems like tedious micromanaging to me, and I don't find it appealing. I don't know, I'd really like to have some sort of distilled broad strokes version of interesting travel mechanics I could insert in 5e. Something between detailed micromanaging of specific hexes and resources and the GM just making something up on a whim. :unsure: Perhaps I should have look at that AP [USER=71699]@clearstream[/USER] was talking about which had something like that. What was it? Not that it really looked exactly like the sort of thing I'm thinking. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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