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What are the "True Issues" with 5e?
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<blockquote data-quote="Lanefan" data-source="post: 9111696" data-attributes="member: 29398"><p>Fact of life: players generally welcome and enjoy mechanics that make the game easier and-or less challenging for them and-or their characters and would rather eschew mechanics that make the game harder and-or more challenging.</p><p></p><p>Magic makes things easier and less challenging Every. Single. Time. Of course players like it and want more of it.</p><p></p><p>Encumbrance and mundane gear/ammo tracking is there to make the game more challenging. Which means, obviously, players don't like it.</p><p></p><p>Listening to players is sometimes the worst thng a designer can do for the health of the game.</p><p></p><p>I completely agree with (2) above but don't think (1) and-or (4) are the best way to achieve such. What I'd prefer (and, I suppose, might have to design on my own someday) is an encumbrance mechanic that somehow takes all three of bulk, size, and weight into consideration, along with the size of the bearer. The challenge in design (and it's a biggie!) would be to somehow make this system simple enough to use without giving the ability to produce ridiculous results.</p><p></p><p>A Strength-12 Hobbit, for example, should have a measurably harder time carrying three longswords than a Strength-12 Human just because of the size of the swords relative to the size of the bearer.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9111696, member: 29398"] Fact of life: players generally welcome and enjoy mechanics that make the game easier and-or less challenging for them and-or their characters and would rather eschew mechanics that make the game harder and-or more challenging. Magic makes things easier and less challenging Every. Single. Time. Of course players like it and want more of it. Encumbrance and mundane gear/ammo tracking is there to make the game more challenging. Which means, obviously, players don't like it. Listening to players is sometimes the worst thng a designer can do for the health of the game. I completely agree with (2) above but don't think (1) and-or (4) are the best way to achieve such. What I'd prefer (and, I suppose, might have to design on my own someday) is an encumbrance mechanic that somehow takes all three of bulk, size, and weight into consideration, along with the size of the bearer. The challenge in design (and it's a biggie!) would be to somehow make this system simple enough to use without giving the ability to produce ridiculous results. A Strength-12 Hobbit, for example, should have a measurably harder time carrying three longswords than a Strength-12 Human just because of the size of the swords relative to the size of the bearer. [/QUOTE]
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