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Why Don't We Simplify 5e?
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<blockquote data-quote="Malmuria" data-source="post: 8366699" data-attributes="member: 7030755"><p>How would you distinguish, in terms of mechanics, with players having to deal with exploration pillar stuff vs a skip button? Or is this 5e specific, where you can't create a game where torches matter when PCs have the light cantrip, for example? Like, what is the desired playstyle and what is getting in the way of that?</p><p></p><p>A couple things I can think of:</p><p>• Simulation: you can't fight/explore/think when you are hungry and tired, being in the dark is scary and you might panic, etc, so how do we sort of model this mechanically? I never really liked the concept of a short rest until I saw the way they are explained in Into the Odd, where HP is more about catching your breath and getting a drink of water so that you can do more demanding physical activity--relateable! Solution for 5e: you need to consume some food water in order to take a short rest?</p><p></p><p>• Timer: especially in a dungeon, the idea is that the amount of light you have available sort of determines how long you can spend in a dark environment, and that when you start to run out of light it's a cue that you need to get out of there. Between darkvision and the light cantrip (and familliars etc), I don't see how to recreate this danger in 5e. It would need to be magical darkness or something. Better to create some other form of a timer</p><p>Same thing with exploration--how many days can you travel away from a settlement before you start to starve. Again, in 5e, probably the only way to do this is to choose a really harsh environment.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8366699, member: 7030755"] How would you distinguish, in terms of mechanics, with players having to deal with exploration pillar stuff vs a skip button? Or is this 5e specific, where you can't create a game where torches matter when PCs have the light cantrip, for example? Like, what is the desired playstyle and what is getting in the way of that? A couple things I can think of: • Simulation: you can't fight/explore/think when you are hungry and tired, being in the dark is scary and you might panic, etc, so how do we sort of model this mechanically? I never really liked the concept of a short rest until I saw the way they are explained in Into the Odd, where HP is more about catching your breath and getting a drink of water so that you can do more demanding physical activity--relateable! Solution for 5e: you need to consume some food water in order to take a short rest? • Timer: especially in a dungeon, the idea is that the amount of light you have available sort of determines how long you can spend in a dark environment, and that when you start to run out of light it's a cue that you need to get out of there. Between darkvision and the light cantrip (and familliars etc), I don't see how to recreate this danger in 5e. It would need to be magical darkness or something. Better to create some other form of a timer Same thing with exploration--how many days can you travel away from a settlement before you start to starve. Again, in 5e, probably the only way to do this is to choose a really harsh environment. [/QUOTE]
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Why Don't We Simplify 5e?
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