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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="Sacrosanct" data-source="post: 7226384" data-attributes="member: 15700"><p>OK, firstly, what you define as fun is different from other people. That's just your opinion. You really need to stop with statements like the game is broken, or it's not fun, or whatever just because your personal tastes aren't met. We need to establish that this discussion is just your opinion and everyone else's opinion.</p><p></p><p>Secondly, you seem to be contradicting yourself here. That first sentence you're saying that the particular challenge of dealing with exhaustion isn't fun, then you immediately say it's not challenging. If exhaustion "seriously hampers the ability to function in combat", then by inference that means you don't need as many encounters per day because each encounter will be more challenging. It makes no sense to say that rule X makes combat more challenging and then immediately say there is no challenge. </p><p></p><p>Thirdly, not all challenges in the game are combat. Not all encounters are combat. There is so much to the game that is not combat, and it seems that you always ignore that, and try to shoehorn everything into a combat encounter context. If that's how you like to play, nothing wrong with that. But you need to understand that D&D is not designed that way, and there are 3 pillars, not just one, and each can have challenges to players.</p><p></p><p>Lots of people think rules like exhaustion and hex crawling are fun. My group certainly does, because it adds verisimilitude to the game. It sets the environment, and helps describe the setting. The flavor of the game. It offers many more challenges besides just figuring out max DPR. The players get drawn into the game world, and think about creative solutions for exploration and interaction. They love all that, rather than just going from one encounter to the next ad infinitum. </p><p></p><p>So no, I disagree with you that 0-2 encounters per long rest is not fun. It's all about how the game is taking place. Exploration has never been tied to the encounter guidelines. It's not about combat. It's about all those other things. You do realize that many people can go an entire D&D session without a single combat encounter and still have fun, right? Happens all the time.</p><p></p><p></p><p></p><p>Don't dictate to others what they can or cannot talk about, especially if it's on topic. For one, D&D does work. Even if it didn't, "making it work" for a lot of people absolutely includes adding elements of realism to how it impacts game play. Your opinions are not the One True Way, so you have no right to tell people what they can or can't talk about on a topic.</p><p></p><p></p><p>One final point. You've created and/or participated in a lot of threads on ToA recently about how this doesn't work, or that is broken, and how you need to change X, Y, and Z. But you haven't even seen the book yet. How about getting the actual book first and playing it before assuming it's all broken and trying to change everything?</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7226384, member: 15700"] OK, firstly, what you define as fun is different from other people. That's just your opinion. You really need to stop with statements like the game is broken, or it's not fun, or whatever just because your personal tastes aren't met. We need to establish that this discussion is just your opinion and everyone else's opinion. Secondly, you seem to be contradicting yourself here. That first sentence you're saying that the particular challenge of dealing with exhaustion isn't fun, then you immediately say it's not challenging. If exhaustion "seriously hampers the ability to function in combat", then by inference that means you don't need as many encounters per day because each encounter will be more challenging. It makes no sense to say that rule X makes combat more challenging and then immediately say there is no challenge. Thirdly, not all challenges in the game are combat. Not all encounters are combat. There is so much to the game that is not combat, and it seems that you always ignore that, and try to shoehorn everything into a combat encounter context. If that's how you like to play, nothing wrong with that. But you need to understand that D&D is not designed that way, and there are 3 pillars, not just one, and each can have challenges to players. Lots of people think rules like exhaustion and hex crawling are fun. My group certainly does, because it adds verisimilitude to the game. It sets the environment, and helps describe the setting. The flavor of the game. It offers many more challenges besides just figuring out max DPR. The players get drawn into the game world, and think about creative solutions for exploration and interaction. They love all that, rather than just going from one encounter to the next ad infinitum. So no, I disagree with you that 0-2 encounters per long rest is not fun. It's all about how the game is taking place. Exploration has never been tied to the encounter guidelines. It's not about combat. It's about all those other things. You do realize that many people can go an entire D&D session without a single combat encounter and still have fun, right? Happens all the time. Don't dictate to others what they can or cannot talk about, especially if it's on topic. For one, D&D does work. Even if it didn't, "making it work" for a lot of people absolutely includes adding elements of realism to how it impacts game play. Your opinions are not the One True Way, so you have no right to tell people what they can or can't talk about on a topic. One final point. You've created and/or participated in a lot of threads on ToA recently about how this doesn't work, or that is broken, and how you need to change X, Y, and Z. But you haven't even seen the book yet. How about getting the actual book first and playing it before assuming it's all broken and trying to change everything? [/QUOTE]
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