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What direction should 5th edition take?
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<blockquote data-quote="KarinsDad" data-source="post: 4930232" data-attributes="member: 2011"><p>Must?</p><p></p><p>Actually, nothing you stated here as a problem is a problem.</p><p></p><p>If the PCs are going through easy to moderate encounters with healing surges, the same applies. If you keep healing surges then every encounter which isn't highly dangerous is just a joke until the last easy to moderate of the day where Dailies will be pulled out. The only significant difference is that they go through 4 or 5 encounters, run out of healing surges, and rest up for the day.</p><p></p><p>No difference.</p><p></p><p>Removing healing surges means that the PCs could go through these types of encounters many more times. 20 relatively easy to moderate encounters per day instead of 4 or 5.</p><p></p><p>What is so desirable about limiting a day to 4 or 5 encounters?</p><p></p><p></p><p></p><p>What one person calls plot busting, a different person calls creativity. The PCs are heroes. They should have magical ways to be heroic. Slogging through every swamp and every encounter without being smart and sometimes cutting to the chase is boring. As a player, I play the game to come up with innovative ways to solve in game problems. I don't play the game to slowly crawl through every encounter that the DM thought was cool.</p><p></p><p>DMs who create worlds where the players have to work every single niggling detail should take a step back and figure out why their players play the game.</p><p></p><p></p><p></p><p>Magic should be above and beyond.</p><p></p><p>Otherwise, it would be called mundane. This Eberron concept that everyone can do magic, hence, it is just a form of science is BS. IMO.</p><p></p><p>I play for the fantasy of the game. Not the mundane of the game.</p><p></p><p>I want the PCs to have cool magical miscellaneous options, not just a dozen different types of guns they can fire which the 4E "most powers are attack powers and most attack powers revolve around hit point damage" does.</p><p></p><p>I enjoyed the pre-3E days when a Gnome Illusionist could cast Darkness 2 feet off the ground and then duck down a little and see all of the 6' tall foes where the foes could not see him back (at least if the DM was not using metagaming knowledge).</p><p></p><p>That was interesting. Casting damaging spell after damaging spell after damaging spell. A lot less interesting.</p><p></p><p></p><p></p><p>I'm in a dungeon killing things. I don't have time for a 10 minute ritual to unlock a door. I cannot cast Floating Disc to load up the unconscious Fighter, mostly cause the Fighter is either dead or conscious and is never unconscious for long, but also because I cannot cast it in combat.</p><p></p><p>Many of the cool non-damaging miscellaneous spells which could be cast in combat previously are now lengthy rituals that cost money.</p><p></p><p>This is a terrible design flaw.</p><p></p><p>Nothing wrong with having rituals. But there is a serious problem if the rituals stand in the way of good play.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4930232, member: 2011"] Must? Actually, nothing you stated here as a problem is a problem. If the PCs are going through easy to moderate encounters with healing surges, the same applies. If you keep healing surges then every encounter which isn't highly dangerous is just a joke until the last easy to moderate of the day where Dailies will be pulled out. The only significant difference is that they go through 4 or 5 encounters, run out of healing surges, and rest up for the day. No difference. Removing healing surges means that the PCs could go through these types of encounters many more times. 20 relatively easy to moderate encounters per day instead of 4 or 5. What is so desirable about limiting a day to 4 or 5 encounters? What one person calls plot busting, a different person calls creativity. The PCs are heroes. They should have magical ways to be heroic. Slogging through every swamp and every encounter without being smart and sometimes cutting to the chase is boring. As a player, I play the game to come up with innovative ways to solve in game problems. I don't play the game to slowly crawl through every encounter that the DM thought was cool. DMs who create worlds where the players have to work every single niggling detail should take a step back and figure out why their players play the game. Magic should be above and beyond. Otherwise, it would be called mundane. This Eberron concept that everyone can do magic, hence, it is just a form of science is BS. IMO. I play for the fantasy of the game. Not the mundane of the game. I want the PCs to have cool magical miscellaneous options, not just a dozen different types of guns they can fire which the 4E "most powers are attack powers and most attack powers revolve around hit point damage" does. I enjoyed the pre-3E days when a Gnome Illusionist could cast Darkness 2 feet off the ground and then duck down a little and see all of the 6' tall foes where the foes could not see him back (at least if the DM was not using metagaming knowledge). That was interesting. Casting damaging spell after damaging spell after damaging spell. A lot less interesting. I'm in a dungeon killing things. I don't have time for a 10 minute ritual to unlock a door. I cannot cast Floating Disc to load up the unconscious Fighter, mostly cause the Fighter is either dead or conscious and is never unconscious for long, but also because I cannot cast it in combat. Many of the cool non-damaging miscellaneous spells which could be cast in combat previously are now lengthy rituals that cost money. This is a terrible design flaw. Nothing wrong with having rituals. But there is a serious problem if the rituals stand in the way of good play. [/QUOTE]
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