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Wandering Adventure Party

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  2. D&D Next - 5e Discussion
  3. > What they don't acknowledge is that the long rest problem is something of a self-inflicted wound.'n'nNo shit.

> What they don't acknowledge is that the long rest problem is something of a self-inflicted wound.'n'nNo shit.

Scheduled Pinned Locked Moved D&D Next - 5e Discussion
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  • J This user is from outside of this forum
    J This user is from outside of this forum
    jjjalljs@ttrpg.network
    wrote on last edited by
    #1

    What they don’t acknowledge is that the long rest problem is something of a self-inflicted wound.

    No shit. Players don’t actually enjoy holding onto their powers all day. They want to use their cool powers.

    Some small, vocal, minority of players really enjoy the resource management game. Most people want to do cool shit every turn, not use a hand crossbow or shoot a cantrip. Spells-per-day has sucked the entire time I’ve played D&D, which admittedly is only 3.0 onwards. It has always caused pacing problems.

    Back when D&D 5e was being playtested, its early designs openly said that the recommended number of encounters between long rests was four - or as few as two if you throw some particularly challenging fights in there.

    They fucked up changing that.

    There are also many other ways powers and abilities could work that aren’t based on spells-per-day. D&D probably won’t adopt them. The population of people in the hobby also has a survivorship bias- most people enter through D&D, so the people who stick around are mostly people who find its quirks acceptable. Who knows how many players bounced off because they looked at this system and saw “I can cast my cool spells twice? That’s it?”

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    • J jjjalljs@ttrpg.network

      What they don’t acknowledge is that the long rest problem is something of a self-inflicted wound.

      No shit. Players don’t actually enjoy holding onto their powers all day. They want to use their cool powers.

      Some small, vocal, minority of players really enjoy the resource management game. Most people want to do cool shit every turn, not use a hand crossbow or shoot a cantrip. Spells-per-day has sucked the entire time I’ve played D&D, which admittedly is only 3.0 onwards. It has always caused pacing problems.

      Back when D&D 5e was being playtested, its early designs openly said that the recommended number of encounters between long rests was four - or as few as two if you throw some particularly challenging fights in there.

      They fucked up changing that.

      There are also many other ways powers and abilities could work that aren’t based on spells-per-day. D&D probably won’t adopt them. The population of people in the hobby also has a survivorship bias- most people enter through D&D, so the people who stick around are mostly people who find its quirks acceptable. Who knows how many players bounced off because they looked at this system and saw “I can cast my cool spells twice? That’s it?”

      A This user is from outside of this forum
      A This user is from outside of this forum
      agent_nycto@lemmy.world
      wrote on last edited by
      #2

      thinking back to ad&d and not being able to cast fireball because SOMEONE didn’t buy bat shit from the bat shit monger at the market

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