James Gasik
We don't talk about Pun-Pun
That's fair, my apologies.There are many different takes on how big the change is going to be, but I think this thread is probably the wrong place for that argument.
That's fair, my apologies.There are many different takes on how big the change is going to be, but I think this thread is probably the wrong place for that argument.
Yes... multiple backpacks & multiple quivers especially.I've seen characters that have carrying capacities so low that they cannot carry their default starting equipment.
How so? Backpacks list how much weight and volume they can fit in them.
I have never seen a player try to wear multiple backpacks at a time. Do yours?
strength times 15.I've seen characters that have carrying capacities so low that they cannot carry their default starting equipment.
As near as I can tell, here's what's going on. Some DM's have gotten used to using darkness as a tool to surprise players and keep them on their toes. Light sources, to them, are a trade off- how many minutes of light do you have? What do you have to give up (shields, two handed weapons) to have it?
This has run right into players wanting magic-users to feel magical at all times, not fire off a sleep spell and be reduced to throwing darts or flaming oil, as well as a general apathy towards the style of play that has you tracking ammo and rations.
WotC claims that 5e is more friendly to the old school approach to gaming, but it doesn't take long to realize that's really lip service. Cantrips that are as effective as crossbows are available to most caster classes; they also don't require ammunition. Light is plentiful. Spells that provide food, water, and shelter are common.
Adventure guidelines lean into limited encounters between rests, there's lots of out of combat healing available if groups want to use it, and players have ample opportunities to "opt out" of parts of the game that they may not find enjoyable. In addition, these same guidelines tell us to award players with tons of money, so purchasing ammo, rations, or whatever is generally not a problem either, as long as you can carry the stuff. Anyone can learn to use Thieves' Tools, Feats exist that make finding traps and secret doors a snap.
Honestly, I'm actually surprised darkvision has a penalty at all, though many groups seem to ignore it entirely, and some are optimized to the point that the disadvantage doesn't even slow them down.* I mean, darkvision had no real disadvantages to speak of in 3e and 4e, and I don't remember that being a big problem either.
*Supposedly. When I run, and enforce the disadvantage, I've had players run into ambushes and traps enough to make them break out a light source, but I've had people claim this isn't a meaningful enough penalty.
The only way to force a certain style of play is to put your foot down and invoke optional rules- but to my mind, if the players really want to just hang out in their Leomund's Portable Bomb Shelter and eat Goodberries, why not let them? It's obvious they don't think getting lost in the wilderness and scrounging for edible grubs and tubers is any fun- if it was, then they wouldn't be using these options.
I mean, so what if the party isn't using light? Most monsters have ways to not need light either, so the way I see it, it's a wash. Granted, there are things like Drow, Warlocks, and Twilight Clerics that can give themselves a much longer range than 60', but that's not usually what the complaints are about- it's more that "too many" races have darkvision.
How do you answer a question on how to get people back to the dungeon if you don't care about people who don't want to do dungeons? It's a question that's attempting to NOT be answered, and is itself irrelevant.But the question isn't presented in a marketing or design strategy meeting. It is explicitly presented as a hypothetical for people that love D&D, love dungeons, and want those things to work together. In the context of this question no one cares about the opinions of people that don't like dungeons. They're irrelevant.
So then, I take it your argument is something like "assuming that WotC wants to reorient the game back towards the dungeon, how should they do it?" But that is pretty much guaranteed to get responses like "why would they want to do that?" and "I don't think that's a good idea" because the vibe is very much that you think the game should be more focused on dungeons...or why would you pose such a hypothetical?I wasn't making an argument about what D&D should be, just what it could be. It's counter productive to argue about whether One D&D should embrace the dungeon. No one can answer that question. More interesting to me, and the point of the thread, is how could One D&D embrace the dungeon if WotC decided to make that a goal. All this arguing about whether we should embrace the dungeon is entirely beside point.
This is why I compromise with Level Up.Right, but at the same time, you have to go out of your way to change the game to suit your preferences. If your players had the same preferences, they wouldn't be wanting to use these tools in the first place.

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