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What are the "True Issues" with 5e?
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<blockquote data-quote="Neonchameleon" data-source="post: 9112357" data-attributes="member: 87792"><p>This is slightly missing the point. Chores <em>are</em> easy and boring. They just take time that feels pointless. This is relevant for 5e in two ways.</p><ul> <li data-xf-list-type="ul">5e might have <em>fewer</em> mechanics than other D&Ds - but still has multiple rulebooks that fill hundreds of pages and characters are complex. This can feel like a chore.</li> <li data-xf-list-type="ul">Knowing which mundane resources to bring is just a checklist which you continue to develop. It only becomes fun rather than a chore IME when you get to the test-your-luck part and you are improvising because there are problems. The more work you put in to avoiding chaos the less fun it gets.</li> </ul><p></p><p>The thing here is that not all the difficulties are the same. There are types of difficulty that most find a lot more fun than others do. I might find it a challenge to compare two lists of 200 numbers and find the two that are different - but that's not a fun type of difficulty. And it's this sort of difficulty that basic encumbrance and basic kit lists cover.</p><p></p><p>YMMV and everything comes with a cost. Every time you need to focus on the mechanics or mark your character sheet the more it pulls you out of the gameworld and into the game mechanics. Every time you tick off an arrow from your equipment list it forces you to acknowledge that you are a person sitting at a table holding a pencil or a tablet and playing a game, breaking immersion and making the game world a little bit less real. </p><p></p><p>The question is whether the cost is worth the benefit. In the case of tracking arrows I (and others) think the answer is "under very rare circumstances". I (and others) think that the cost to immersion thanks to a gratuitous character sheet interaction is higher than the benefit here. Especially when arrows are reusable.</p><p></p><p>Which is an entirely different issue to tracking the number of arrows you have - and other than people walking off with ludicrous amounts of loot to sell I've not seen this. The way to avoid the golf bag of weapons is stop making it beneficial to carry so many.</p><p></p><p>And if you make the players focus on the character sheets it becomes harder to immerse the players into the game world. Everything is a balance.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9112357, member: 87792"] This is slightly missing the point. Chores [I]are[/I] easy and boring. They just take time that feels pointless. This is relevant for 5e in two ways. [LIST] [*]5e might have [I]fewer[/I] mechanics than other D&Ds - but still has multiple rulebooks that fill hundreds of pages and characters are complex. This can feel like a chore. [*]Knowing which mundane resources to bring is just a checklist which you continue to develop. It only becomes fun rather than a chore IME when you get to the test-your-luck part and you are improvising because there are problems. The more work you put in to avoiding chaos the less fun it gets. [/LIST] The thing here is that not all the difficulties are the same. There are types of difficulty that most find a lot more fun than others do. I might find it a challenge to compare two lists of 200 numbers and find the two that are different - but that's not a fun type of difficulty. And it's this sort of difficulty that basic encumbrance and basic kit lists cover. YMMV and everything comes with a cost. Every time you need to focus on the mechanics or mark your character sheet the more it pulls you out of the gameworld and into the game mechanics. Every time you tick off an arrow from your equipment list it forces you to acknowledge that you are a person sitting at a table holding a pencil or a tablet and playing a game, breaking immersion and making the game world a little bit less real. The question is whether the cost is worth the benefit. In the case of tracking arrows I (and others) think the answer is "under very rare circumstances". I (and others) think that the cost to immersion thanks to a gratuitous character sheet interaction is higher than the benefit here. Especially when arrows are reusable. Which is an entirely different issue to tracking the number of arrows you have - and other than people walking off with ludicrous amounts of loot to sell I've not seen this. The way to avoid the golf bag of weapons is stop making it beneficial to carry so many. And if you make the players focus on the character sheets it becomes harder to immerse the players into the game world. Everything is a balance. [/QUOTE]
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