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What Improvements Would You Want with 6E?
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<blockquote data-quote="Lanefan" data-source="post: 7842509" data-attributes="member: 29398"><p>Indiana Jones is pretty gonzo in some ways - that's what makes him fun - but isn't always logical, or wise. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Neither am I, but fortunately D&D isn't a movie. </p><p></p><p>D&D isn't being asked to stuff an entire story arc into two hours and a bit; instead it can - and IMO should - take as long as required.</p><p></p><p>Sorry, doesn't help - I've never seen (nor been at all interested in seeing) The Terminator.</p><p></p><p>Unless your players are playing PCs with short boredom thresholds such that they couldn't sit still for a day-night without stirring up trouble somehow, a day's rest can be done in 30 seconds table time:</p><p></p><p>Player(s): "If this seems like a safe spot we'll sack out here until the next morning."</p><p>DM: "OK. Do any of you have anything you want to do during this time? Any spells [or rituals] to cast?"</p><p>Player(s): <quick check amongst themselves> "No, we're good; and we're on our usual keep-watch sequence."</p><p>DM: "Right. Now, does anything come along and bother you? <rolls dice a few times> Doesn't look like it, so - ding! - you all wake up next morning to a <rolls some more dice> rainy, windy day."</p><p></p><p>How hard is that?</p><p></p><p>Or playing in very different ways. I'm usually a gonzo player who throws caution to the wind at every opportunity; but to those less crazy, combat is (or should be!) more often the last option than the first. </p><p></p><p>It's safer to sneak past the guards (or just find another way in) rather than fight them and risk alerting the place.</p><p></p><p>It's safer to hole up outside the bugbear caves and whittle them down by picking off their small away-team hunting parties (who we can beat with trivial ease) for a week or two than it is to wade in right now and take on the whole clan at once (who will probably slaughter us).</p><p></p><p>It's safer to assume everything in the dungeon is out to kill us (or anyone else who happens by) until it's proven not to be, and thus searching for traps is SOP, listening at doors is SOP, constant use of every means of divination we've got is demanded of those who can do it, and so on.</p><p></p><p>Not cinematic, but much more effective in the long run. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7842509, member: 29398"] Indiana Jones is pretty gonzo in some ways - that's what makes him fun - but isn't always logical, or wise. :) Neither am I, but fortunately D&D isn't a movie. D&D isn't being asked to stuff an entire story arc into two hours and a bit; instead it can - and IMO should - take as long as required. Sorry, doesn't help - I've never seen (nor been at all interested in seeing) The Terminator. Unless your players are playing PCs with short boredom thresholds such that they couldn't sit still for a day-night without stirring up trouble somehow, a day's rest can be done in 30 seconds table time: Player(s): "If this seems like a safe spot we'll sack out here until the next morning." DM: "OK. Do any of you have anything you want to do during this time? Any spells [or rituals] to cast?" Player(s): <quick check amongst themselves> "No, we're good; and we're on our usual keep-watch sequence." DM: "Right. Now, does anything come along and bother you? <rolls dice a few times> Doesn't look like it, so - ding! - you all wake up next morning to a <rolls some more dice> rainy, windy day." How hard is that? Or playing in very different ways. I'm usually a gonzo player who throws caution to the wind at every opportunity; but to those less crazy, combat is (or should be!) more often the last option than the first. It's safer to sneak past the guards (or just find another way in) rather than fight them and risk alerting the place. It's safer to hole up outside the bugbear caves and whittle them down by picking off their small away-team hunting parties (who we can beat with trivial ease) for a week or two than it is to wade in right now and take on the whole clan at once (who will probably slaughter us). It's safer to assume everything in the dungeon is out to kill us (or anyone else who happens by) until it's proven not to be, and thus searching for traps is SOP, listening at doors is SOP, constant use of every means of divination we've got is demanded of those who can do it, and so on. Not cinematic, but much more effective in the long run. :) [/QUOTE]
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