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.
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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