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Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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<blockquote data-quote="tetrasodium" data-source="post: 9582209" data-attributes="member: 93670"><p>The critical difference is what creates the problem for 5e.</p><p></p><p>At <em>every</em> level of analysis 5e goes out of its way to roll out the red carpet for bad player expectations that Alice will be forced to directly or indirectly throttle back . Most notably are:</p><ul> <li data-xf-list-type="ul">Players are given the expectation of magic items while the monster & skill math has the expectation d&d is not a game swimming in magic items</li> <li data-xf-list-type="ul">Yo-yo healing ensure PCs are basically immune to death. If Dave falls then Bob is 100% certain it's because Alice executed him as everyone watched it obviously being done to overcome yo-yo healing</li> <li data-xf-list-type="ul">With death immunity Players don't really need to worry much about teamwork and start thinking with a bit of main character syndrome unless Alice is knifing their success with her house rules</li> <li data-xf-list-type="ul">A completely bonkers skill system reinforces that MCS even outside of combat.</li> <li data-xf-list-type="ul">Unbelievably trivialized resting &recovery further erodes any reason to worry about teamwork</li> <li data-xf-list-type="ul">Most importantly is the fact that the system itself does everything it can to imply that the few limits it <em>does</em> have area thing the players are free to ignore by choice through the sheet not supporting it ((ie encumbrance body slots or even attunement tracking) subsystem design (ie encumbrance & Carry capacity is both overly generous to the point of being extremely unlikely to ever matter and not going to actually affect anything interesting even in those edge cases)</li> </ul><p><strong>All of those mentally combine multiplicatively</strong> to give players bad expectations while ensuring Alice <em>must</em> play the bad guy instead those monsters for them to matter.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9582209, member: 93670"] The critical difference is what creates the problem for 5e. At [I]every[/I] level of analysis 5e goes out of its way to roll out the red carpet for bad player expectations that Alice will be forced to directly or indirectly throttle back . Most notably are: [LIST] [*]Players are given the expectation of magic items while the monster & skill math has the expectation d&d is not a game swimming in magic items [*]Yo-yo healing ensure PCs are basically immune to death. If Dave falls then Bob is 100% certain it's because Alice executed him as everyone watched it obviously being done to overcome yo-yo healing [*]With death immunity Players don't really need to worry much about teamwork and start thinking with a bit of main character syndrome unless Alice is knifing their success with her house rules [*]A completely bonkers skill system reinforces that MCS even outside of combat. [*]Unbelievably trivialized resting &recovery further erodes any reason to worry about teamwork [*]Most importantly is the fact that the system itself does everything it can to imply that the few limits it [I]does[/I] have area thing the players are free to ignore by choice through the sheet not supporting it ((ie encumbrance body slots or even attunement tracking) subsystem design (ie encumbrance & Carry capacity is both overly generous to the point of being extremely unlikely to ever matter and not going to actually affect anything interesting even in those edge cases) [/LIST] [B]All of those mentally combine multiplicatively[/B] to give players bad expectations while ensuring Alice [I]must[/I] play the bad guy instead those monsters for them to matter. [/QUOTE]
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Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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