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<blockquote data-quote="Ovinomancer" data-source="post: 8090879" data-attributes="member: 16814"><p>I think there may have been a misperception in this discussion. Fundamentally, 5e is mechanically balanced on resource management, so it's hard to say that resource management has nothing to do with balance in 5e. You seem to have take that to mean that all balance, including how the GM might structure an adventure overall, must also be resource management to say that 5e is a resource management game. I think this is a bit to much either/or. Yes, it's very true a GM can run a politically focused game in 5e that rarely stresses resources of a PC so it's true that resource management isn't always on. However, that same scenario plays out very different for Tier I characters, that lack access to powerful character resources, and Tier IV play where players have resource that can restructure reality. So, even in this area the GM has to consider, if not the amount of resources present, the kind of resources present.</p><p></p><p>I said above and I'll say it again here -- resource management is a fundamental balance structure in 5e, but it's not the only one, nor is it always the primary one. On this, it seems we agree. Where it appears we disagree, though, is in saying how much resource management is important in 5e. I think it's pretty important -- one of, if not the main things the expectation for 5e play is based on. You most certainly can play against type, here, and avoid the combat pillar structure, or the rest structure, or spell slot structures, or hp vs damage structures, but I think that you're throwing too much baby out with that bathwater. That you can ignore these things doesn't mean that the game design does. The expectations for 5e play are laid out pretty clearly and those revolve around resource management. You're told how many and what kind of encounters you should expect and also how often you should allow resource replenishment to occur (the rest cycles). You can ignore this, but the game was built around these assumptions. It's balanced there. Not playing that way doesn't at all change how the game was balanced by design.</p><p></p><p>For what it's worth, I often ignore those guidelines and balance points when I run 5e. But, when I do, I do it with consideration of what I'm doing going outside of the mechanical balance of the game. Knowing the balance points of the game isn't a restriction -- it's like knowing where that pothole in the road is. Knowing where it is lets me drive around it without running off the road or swerving into oncoming traffic because I can anticipate it. Similarly, knowing where the game is balanced due to resource management lets me better and more effectively move away from that without running into another problem because I didn't know.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8090879, member: 16814"] I think there may have been a misperception in this discussion. Fundamentally, 5e is mechanically balanced on resource management, so it's hard to say that resource management has nothing to do with balance in 5e. You seem to have take that to mean that all balance, including how the GM might structure an adventure overall, must also be resource management to say that 5e is a resource management game. I think this is a bit to much either/or. Yes, it's very true a GM can run a politically focused game in 5e that rarely stresses resources of a PC so it's true that resource management isn't always on. However, that same scenario plays out very different for Tier I characters, that lack access to powerful character resources, and Tier IV play where players have resource that can restructure reality. So, even in this area the GM has to consider, if not the amount of resources present, the kind of resources present. I said above and I'll say it again here -- resource management is a fundamental balance structure in 5e, but it's not the only one, nor is it always the primary one. On this, it seems we agree. Where it appears we disagree, though, is in saying how much resource management is important in 5e. I think it's pretty important -- one of, if not the main things the expectation for 5e play is based on. You most certainly can play against type, here, and avoid the combat pillar structure, or the rest structure, or spell slot structures, or hp vs damage structures, but I think that you're throwing too much baby out with that bathwater. That you can ignore these things doesn't mean that the game design does. The expectations for 5e play are laid out pretty clearly and those revolve around resource management. You're told how many and what kind of encounters you should expect and also how often you should allow resource replenishment to occur (the rest cycles). You can ignore this, but the game was built around these assumptions. It's balanced there. Not playing that way doesn't at all change how the game was balanced by design. For what it's worth, I often ignore those guidelines and balance points when I run 5e. But, when I do, I do it with consideration of what I'm doing going outside of the mechanical balance of the game. Knowing the balance points of the game isn't a restriction -- it's like knowing where that pothole in the road is. Knowing where it is lets me drive around it without running off the road or swerving into oncoming traffic because I can anticipate it. Similarly, knowing where the game is balanced due to resource management lets me better and more effectively move away from that without running into another problem because I didn't know. [/QUOTE]
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