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The Problem with Talking About D&D
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<blockquote data-quote="James Gasik" data-source="post: 8599945" data-attributes="member: 6877472"><p>Hit points. The older you get, the more typos you make. So when your party is at a full tank of gas, they are much more prone to taking risks. As their hit points deplete, they become less likely to do so. Eventually they reach a point where they are out of gas, and no longer wish to adventure today.</p><p></p><p>At this point, assuming they can retreat to some safe location, the action basically stops until they have regained enough hit points to feel comfortable continuing the adventure. So my hypothesis is that healing becoming more prevalent is simply a concession to keeping the game running so everyone is continuing to have "fun" longer.</p><p></p><p>I use quotation marks because one man's "fun" is subjective, but WotC is trying to appeal to a broad base of players, and I would go so far as to say that most players want to keep on trucking as opposed to not.</p><p></p><p>Now one can point out that, assuming the group is in a safe location, time can be handwaved away to allow them to complete their long rest so there is no break in action, but I know quite a few DM's who will "roll for random encounters" every hour on the hour- the longer the rest takes at these tables, the more likely you are to be jumped.</p><p></p><p>Also, there's a thread elsewhere on the site about "time pressure" and how important it is to the game. And apparently quite a few people seem to believe that it is vital and necessary to prevent players from strolling leisurely through adventures, lollygagging and sightseeing.</p><p></p><p>At these tables, healing had better be prevalent, or you aren't going to have great chances of success, I fear.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8599945, member: 6877472"] Hit points. The older you get, the more typos you make. So when your party is at a full tank of gas, they are much more prone to taking risks. As their hit points deplete, they become less likely to do so. Eventually they reach a point where they are out of gas, and no longer wish to adventure today. At this point, assuming they can retreat to some safe location, the action basically stops until they have regained enough hit points to feel comfortable continuing the adventure. So my hypothesis is that healing becoming more prevalent is simply a concession to keeping the game running so everyone is continuing to have "fun" longer. I use quotation marks because one man's "fun" is subjective, but WotC is trying to appeal to a broad base of players, and I would go so far as to say that most players want to keep on trucking as opposed to not. Now one can point out that, assuming the group is in a safe location, time can be handwaved away to allow them to complete their long rest so there is no break in action, but I know quite a few DM's who will "roll for random encounters" every hour on the hour- the longer the rest takes at these tables, the more likely you are to be jumped. Also, there's a thread elsewhere on the site about "time pressure" and how important it is to the game. And apparently quite a few people seem to believe that it is vital and necessary to prevent players from strolling leisurely through adventures, lollygagging and sightseeing. At these tables, healing had better be prevalent, or you aren't going to have great chances of success, I fear. [/QUOTE]
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