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What's not going to cost discipline points for the Monk to do now?
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<blockquote data-quote="tetrasodium" data-source="post: 9170322" data-attributes="member: 93670"><p>I agree that the "long rest classes don't want to stop for a rest" strawman is a transparent effort to shift blame for unreasonable player expectations onto the shoulders of anyone else who points out or pushes back against unreasonable activity. Your scenario seems pretty problematic though, it reads more like a full season recap at the start of a new season of a TV series than play.</p><p></p><p></p><p>How many session<strong><span style="font-size: 26px">s</span></strong> do you figure all of that plays out across? Unless that is describing a marathon breakfast till bedtime or longer session of play our adventure timeline seems to spam quite a few sessions if the players are the ones doing all that scouting investing fighting and exploring. Either that or an enormous amount of the events are simply being dictated at the players by a novelist rather than played out by players with the gm. I say that it is obviously and objectively an unreasonably contrived scenario because too much occurs for the players to be doing anything much beyond getting pulled from QuickTime story event to QuickTime story event with the occasional combat spliced that's part of the problem with 5e rest mechanics and SR classes though, they don't work as intended until you move from playing d&d to playing story outline in a system lacking mechanics and resources for storyboarding type play.</p><p></p><ol> <li data-xf-list-type="ol">A player objective more worthwhile than simply pillaging and killing. </li> <li data-xf-list-type="ol">An intriguing story that is intricately woven into play itself. </li> <li data-xf-list-type="ol">Dungeons with an architectural sense. </li> <li data-xf-list-type="ol">An attainable and honorable end within <em><strong>one</strong> to <strong>two</strong></em> sessions playing time.</li> </ol></blockquote><p></p>
[QUOTE="tetrasodium, post: 9170322, member: 93670"] I agree that the "long rest classes don't want to stop for a rest" strawman is a transparent effort to shift blame for unreasonable player expectations onto the shoulders of anyone else who points out or pushes back against unreasonable activity. Your scenario seems pretty problematic though, it reads more like a full season recap at the start of a new season of a TV series than play. How many session[B][SIZE=7]s[/SIZE][/B] do you figure all of that plays out across? Unless that is describing a marathon breakfast till bedtime or longer session of play our adventure timeline seems to spam quite a few sessions if the players are the ones doing all that scouting investing fighting and exploring. Either that or an enormous amount of the events are simply being dictated at the players by a novelist rather than played out by players with the gm. I say that it is obviously and objectively an unreasonably contrived scenario because too much occurs for the players to be doing anything much beyond getting pulled from QuickTime story event to QuickTime story event with the occasional combat spliced that's part of the problem with 5e rest mechanics and SR classes though, they don't work as intended until you move from playing d&d to playing story outline in a system lacking mechanics and resources for storyboarding type play. [LIST=1] [*]A player objective more worthwhile than simply pillaging and killing. [*]An intriguing story that is intricately woven into play itself. [*]Dungeons with an architectural sense. [*]An attainable and honorable end within [I][B]one[/B] to [B]two[/B][/I] sessions playing time. [/LIST] [/QUOTE]
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What's not going to cost discipline points for the Monk to do now?
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