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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7420210" data-attributes="member: 996"><p>It works in theory - as long as everyone plays their one character, for the whole campaign, including the guy who rolled up an MU who died the first day sitting out the campaign for however many years it lasts - as in, showing up at all the sessions, and saying "I decompose" on his turn.</p><p></p><p>Short of that, it's prettymuch nonsense. </p><p></p><p> You don't need 'starter' mechanics or ways to dodge engaging with mechanics, when the designer has resorted to the extremity of designing functional mechanics in the first place. As for 'clear mechanical distinction between classes' - each class had it's own unique set of features and resources, there was rough parity in the number of each, and attempts made to balance them, but they were separate to a degree not seen since AD&D.</p><p></p><p> Actually, 5e has taken things back beyond the single day, a bit: HD do take a second day to recharge, and there's actual, if kidna sketchy, Downtime rules. It's not the kind of fiddly bookkeeping we enjoyed back in the day, but it's OK for the kiddies, I guess. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>There's three closely-related threads with all the same folks in 'em, I'm not having much luck keeping them straight. </p><p></p><p>But, pacing, maybe is part of world building? ::shrug::</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7420210, member: 996"] It works in theory - as long as everyone plays their one character, for the whole campaign, including the guy who rolled up an MU who died the first day sitting out the campaign for however many years it lasts - as in, showing up at all the sessions, and saying "I decompose" on his turn. Short of that, it's prettymuch nonsense. You don't need 'starter' mechanics or ways to dodge engaging with mechanics, when the designer has resorted to the extremity of designing functional mechanics in the first place. As for 'clear mechanical distinction between classes' - each class had it's own unique set of features and resources, there was rough parity in the number of each, and attempts made to balance them, but they were separate to a degree not seen since AD&D. Actually, 5e has taken things back beyond the single day, a bit: HD do take a second day to recharge, and there's actual, if kidna sketchy, Downtime rules. It's not the kind of fiddly bookkeeping we enjoyed back in the day, but it's OK for the kiddies, I guess. ;) There's three closely-related threads with all the same folks in 'em, I'm not having much luck keeping them straight. But, pacing, maybe is part of world building? ::shrug:: [/QUOTE]
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