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General Tabletop Discussion
*TTRPGs General
Day-Based & Encounter-Based: It's Not Balance, It's Playstyle
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<blockquote data-quote="howandwhy99" data-source="post: 5977257" data-attributes="member: 3192"><p>This sounds like another call for a dial to tweak resources to bounded by a specific time frame. Couldn't some players prefer D&D where all powers return after each encounter? What about just a few, but everything after a day's rest? How about only every day? What about powers that recharge on a longer scale?</p><p></p><p>Again, that all sounds like a dial at the campaign-level for how frequently abilities and resources recharge. If they do that, then we not only get Greater diversity in the play styles supported by D&Dn, we get a lot of potentially fun and unexpected results too.</p><p></p><p>This is how I like to play: The 1st session may be only a day, perhaps even two, but by mid levels every campaign session is likely taking several weeks to several months of game time in the same play time. Does that mean we have a 15-minute adventuring day problem? What about the number of combats completed in those sessions? The questions just don't relate as well anymore. Especially at very high levels when a year or more can be spent in a single session.</p><p></p><p>On top of that built in, but still player selected natural time progression, I also like classes that actually recharge at different rates. The Fighter can't fight for ever. Not really. With fatigue he will eventually take so large a penalty he eventually cannot lift his sword. Refreshing can help that and would be nice to be able to do in combat. For a stereotypical wizard though they are casting arduous and lengthily prepared spells, spending valuable components, and warping the world to their command. It's a big deal, but it's balanced as a big deal by being less often. That means days, weeks, years, and even once in a lifetime spells. Another resource is the components, but those aren't balanced by class level, just as a fighter's arms and armor aren't. </p><p></p><p>tl,dr</p><p>With a dial on refresh rate we can not only dial into different playstyles, but we can also create an evolving game that enables a real choice between classes.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5977257, member: 3192"] This sounds like another call for a dial to tweak resources to bounded by a specific time frame. Couldn't some players prefer D&D where all powers return after each encounter? What about just a few, but everything after a day's rest? How about only every day? What about powers that recharge on a longer scale? Again, that all sounds like a dial at the campaign-level for how frequently abilities and resources recharge. If they do that, then we not only get Greater diversity in the play styles supported by D&Dn, we get a lot of potentially fun and unexpected results too. This is how I like to play: The 1st session may be only a day, perhaps even two, but by mid levels every campaign session is likely taking several weeks to several months of game time in the same play time. Does that mean we have a 15-minute adventuring day problem? What about the number of combats completed in those sessions? The questions just don't relate as well anymore. Especially at very high levels when a year or more can be spent in a single session. On top of that built in, but still player selected natural time progression, I also like classes that actually recharge at different rates. The Fighter can't fight for ever. Not really. With fatigue he will eventually take so large a penalty he eventually cannot lift his sword. Refreshing can help that and would be nice to be able to do in combat. For a stereotypical wizard though they are casting arduous and lengthily prepared spells, spending valuable components, and warping the world to their command. It's a big deal, but it's balanced as a big deal by being less often. That means days, weeks, years, and even once in a lifetime spells. Another resource is the components, but those aren't balanced by class level, just as a fighter's arms and armor aren't. tl,dr With a dial on refresh rate we can not only dial into different playstyles, but we can also create an evolving game that enables a real choice between classes. [/QUOTE]
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