Garthanos
Arcadian Knight
The bloodied key word allows effects to be triggered by it....which is it's primary value4e had creatures being "bloodied" at half health. 5e has creatures "showing visible signs of damage" at half health.
The bloodied key word allows effects to be triggered by it....which is it's primary value4e had creatures being "bloodied" at half health. 5e has creatures "showing visible signs of damage" at half health.
The pot and the chicken had to get there somehow. It's not like the entire world spontaneously came into existence as soon as the PC entered the room. Whoever left the pot and the chicken there was some NPC, and making decisions for that NPC falls under the same rules of role-playing and meta-gaming as govern anyone else.The definition of meta-gaming you provide, by the way, curiously does not include aspects of world-building and scene-setting on behalf of the DM, which is where this whole side avenue started to split off in the first place (not deciding on exactly where the pot and the chicken are relative to anything else in the room, for example, is not an example of "making decisions based on information that your character doesn't have").
This comes across as the traditional difference between Lawful Good and Chaotic Good. The Lawful Good community believes that everyone benefits when everyone follows the rules. The Chaotic Good community believes that everyone benefits when everyone does what's best for themselves. It's not that the Chaotic Good perspective is wrong - you should definitely do whatever works best at your own table - but openly advocating for that position comes at the expense of the Lawful Good community, which relies on everyone (within that community) acting under the same set of rules. The Lawful Good community is trust-based.Now what that "fun" actually looks like will be different to different players, and certain things that would be loved at some tables would be a complete non-starter at others. And that's a great thing. But the game and the community? Those are only strengthened by accepting and embracing a diversity of playstyles; rather than gatekeeping based on anybody's own personal OneTrueWay.
I 5e and 13th Age extend this model, using N encounters per day as their balancing method.
To be fair, in 13A it's hard-coded, you get a full heal-up after every 4th encounter - 'days' don't come into it. It's an arbitrary 'gamist' but solid solution to the problems inherent in designing classes as if resource balance were anathema.Which turns out based on polls (real world practice) ... It is pretty clear nobody plays with some expected significant number of encounters per day. And balancing around such expectations are as problematic now as it was designing around people playing games from level 1 on up to epic levels.
...If you want a shared story-telling experience, with shared narrative control where the players establish details during the game, or where the DM responds to the players out-of-game cues as to how they want things to unfold, then D&D really isn't the right game for that. D&D is an RPG where meta-gaming is explicitly called out as against the rules.
I do actually appreciate the sheer number of Saelorn quotes.
Which turns out based on polls (real world practice) ... It is pretty clear nobody plays with some expected significant number of encounters per day. And balancing around such expectations are as problematic now as it was designing around people playing games from level 1 on up to epic levels.
Right, in 13th Age it's not a matter of GM pacing; it's a built-in recovery rule. The nearest analogue in 4e itself is the accrual of action points at "milestones".To be fair, in 13A it's hard-coded, you get a full heal-up after every 4th encounter
...
Which page is that rule on?
Page 269 of the DMG even offers up a suggestion for player narrative manipulation as a way to encourage that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.