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Taking the "Dungeons" out of D&D
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<blockquote data-quote="Ovinomancer" data-source="post: 8091069" data-attributes="member: 16814"><p>Well, if you're always deviating, then, yeah, you probably should be playing a different game that does what you're doing better.</p><p></p><p></p><p>I think they're a pretty strong statement on how the game was intended to be played, though, presumably because the designers thought it would lead to maximum positive play experience. That's not to say there aren't other ways, but it's a pretty strong statement that the advice given on how to structure play will not lead to the best play experience, and one I can't agree with. Following the guidelines will result in a pretty good game, actually. </p><p></p><p></p><p>I'm not following you, here. You're saying that there has to be the introduction of other resources in an adventure for the game to be have a foundation of resource management? That doesn't make sense to me at all. As for magic items, those are already accounted for as ways to modify the resource management game -- they alter the balance points and are, according to the advice, things that the GM should consider the impacts of on resource balance before handing them out. Most adventures that hand out magic items select those items to impact the balance points of that adventure. I don't even understand what you mean by no pure monster NPC assistants. You mean how they recover resources? Well, with the exception of hitpoint recovery, it's pretty well laid out in their statblocks, so I don't think this is as penetrating an example as you intend. They also have hitdice, and you can rule they recover hp on short and long rests pretty equally to the PCs. How you rule the existing rules apply is up to the GM. And, no, why would an adventure limit rests differently from how the rules do? If they're using a different approach than the rules do, they should say so. If they don't, then the baseline is the baseline.</p><p></p><p></p><p>Because there's a difference between 'hey, GMs, the game is balanced here, use that to inform how you choose to play,' and 'hey, GMs, you have to do this.' I mean, balance is an informative tool, not a restriction on play.</p><p></p><p>Oh, it absolutely does. It's fundamental to how the game is laid out. You can ignore it, as I've said many, many times without acknowledgement, but you should know where it's balanced before you disturb it so that you can anticipate how it might go. Just like I strongly recommend playing the game RAW before adding houserules, I also think that you should recognize how the game is mechanically balance and what assumptions it's premised on before you change them. Do you have to? No, and plenty of people have fun without ever doing so, but plenty more have issues and can't quite figure out why.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8091069, member: 16814"] Well, if you're always deviating, then, yeah, you probably should be playing a different game that does what you're doing better. I think they're a pretty strong statement on how the game was intended to be played, though, presumably because the designers thought it would lead to maximum positive play experience. That's not to say there aren't other ways, but it's a pretty strong statement that the advice given on how to structure play will not lead to the best play experience, and one I can't agree with. Following the guidelines will result in a pretty good game, actually. I'm not following you, here. You're saying that there has to be the introduction of other resources in an adventure for the game to be have a foundation of resource management? That doesn't make sense to me at all. As for magic items, those are already accounted for as ways to modify the resource management game -- they alter the balance points and are, according to the advice, things that the GM should consider the impacts of on resource balance before handing them out. Most adventures that hand out magic items select those items to impact the balance points of that adventure. I don't even understand what you mean by no pure monster NPC assistants. You mean how they recover resources? Well, with the exception of hitpoint recovery, it's pretty well laid out in their statblocks, so I don't think this is as penetrating an example as you intend. They also have hitdice, and you can rule they recover hp on short and long rests pretty equally to the PCs. How you rule the existing rules apply is up to the GM. And, no, why would an adventure limit rests differently from how the rules do? If they're using a different approach than the rules do, they should say so. If they don't, then the baseline is the baseline. Because there's a difference between 'hey, GMs, the game is balanced here, use that to inform how you choose to play,' and 'hey, GMs, you have to do this.' I mean, balance is an informative tool, not a restriction on play. Oh, it absolutely does. It's fundamental to how the game is laid out. You can ignore it, as I've said many, many times without acknowledgement, but you should know where it's balanced before you disturb it so that you can anticipate how it might go. Just like I strongly recommend playing the game RAW before adding houserules, I also think that you should recognize how the game is mechanically balance and what assumptions it's premised on before you change them. Do you have to? No, and plenty of people have fun without ever doing so, but plenty more have issues and can't quite figure out why. [/QUOTE]
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