Roleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring. Easiest irl examples for 5min workday are: You are doing a project... You are working... You are playing a team based sport... ...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then...
View full commentRoleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring.
Easiest irl examples for 5min workday are:
You are doing a project...
You are working...
You are playing a team based sport...
...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then goes home.
Personally I would't want to continue playing sports/working/do projects/roleplay with that kind of person and would think that she's a jerk ^^'
I'm sure that my PCs would fire that kind of PCs from the party and offgame suggest that maybe the player souldn't play caster. Our long time wizard responded to me, when I told that other groups are having problems with 5min workdays, that this is a roleplaying not a computer game.
I'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on...
View full commentI'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on playability.
I know this is a long shot, since your comment is 5 months old at the time of my reply, but bounded accuracy essentially describes a paradigm shift in the "mathematical engine" that runs behind the scenes. In earlier editions there was this ever-escalating quasi-arms race between the PCs and the DM, with the PCs gaining ability bonuses and attack bonuses every level making it increasingly difficult for the DM to construct challenging encounters. The bounded accuracy system spaces out these...
View full commentI know this is a long shot, since your comment is 5 months old at the time of my reply, but bounded accuracy essentially describes a paradigm shift in the "mathematical engine" that runs behind the scenes. In earlier editions there was this ever-escalating quasi-arms race between the PCs and the DM, with the PCs gaining ability bonuses and attack bonuses every level making it increasingly difficult for the DM to construct challenging encounters. The bounded accuracy system spaces out these bonuses better making them feel special to your character, like they have crossed some important milestone in their adventuring career. Taking the place of the attack bonus bumps is damage. Now your damage goes up with level, representing a higher competence in regards to the placement of your sword in the troll's back, or the dragon's exposed underbelly. A orc raiding party facing a first level party would be an almost insurmountable task at 1st level in past editions. Whereas at 20th level, that raiding party is a cake walk. Bounded accuracy now says that that at 20th level, these orcs should still be a tangible threat without having to artificially inflate their statistics. Instead, just throw more of them at the party.
Thanks for the input on this, PrestonSnow. Now it makes sense. And you nailed something I do to this day in 4E - "level-up" creatures so they are a challenge to the party.
One-hour D&D game concept is the single most brilliant idea I have read here so far. It should be the basis of the new D&D. Building from there will be much more logical and accurate.
This is how I always thought, but the mechanic of the game makes it difficult. I'll be running a 3 hours game this Friday, first we ever make it this short. I'll try to cut on the rules (especially in the fights!) and makes it more like a roleplaying game than a throwing dice session. Word of rule is: fun. I'll have to tweak things a bit but i'LL make it FUN! I hope next iteration will encourage short games. Because we gotta admit, we begins to have real lifes now ;)
Easiest irl examples for 5min workday are:
You are doing a project...
You are working...
You are playing a team based sport...
...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then...
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