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Rule-of-Three: 07/10/2012
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<blockquote data-quote="Someone" data-source="post: 5966955" data-attributes="member: 5656"><p>I didn't mention that because frankly those scenarios are grasping at straws. Many, indeed most of the X-per-day abilities have limited or zero use outside combat and the number of realistic scenarios they'll be spent can be ignored. Except of course spell slots.</p><p></p><p> </p><p></p><p>I've not seen any mechanic in 5e that suggests that wizards or any other caster will have worse ability checks than any other class, except probably rogue which is intended to be the skill monkey. The sample wizard even has a background feature that improves his knowledge checks, or seen any edition where the wizard was actually worse at skill use than any other character that was the official skill monkey.</p><p></p><p></p><p></p><p>But they're spending in-character time though, and when the one challenge arrives they'll be fresh and ready for combat with all their resources intact. We're talking about in-game astronomical cycles here, when the sun that shines over the characters sets and rises, not real world or gamist conventions. They refresh their resources typically every 24 in game hours with some "buts" and "ifs" attached, not when they pass two milestones. If they have the first fight at 23:00 pm it stands to reason they'll want to go to bed soon, not going to think "oh no, we've not spent many resources here, we still have to kill three more sets of bad guys, or random monsters out of nowhere will attack us in our beds"</p><p></p><p>Now you're going to suggest that it's the DM mission to make sure they want to continue the adventuring day by the use of some plot devices. Which would lead us, full circle, at the first point: fixing the story into narrow constrains so it adapts to the rules, instead of the other, more sensible, way around which is fixing the set of rules so they let the DM do as he dam pleases without unbalancing the relative power between characters.</p><p></p><p></p><p></p><p>You can find wisdom there.</p><p></p><p>You know - this discussion desn't have that much value because the real resource management in D&D doesn't have anything to do with slots, or uses per day. The most precious and valuable resource there is in combat is the round. Even if the stars align and we have our 4 combats per day or the heavy handed fist of the DM forces them, being generous typically only the first 4 rounds of each combat are actually important to determine the winner before it enters mop-up phase. Then anyone who has more than 16 combat resources to spend is not doing any meaningful management. The fighter can swing his sword all day - but what that really means is 14384 rounds of wasted power. Meanwhile, any who has the option to squeeze the most of those precious, vital 6 seconds is going to be the most valuable and powerful character. And we know what kind of character that's going to be.</p></blockquote><p></p>
[QUOTE="Someone, post: 5966955, member: 5656"] I didn't mention that because frankly those scenarios are grasping at straws. Many, indeed most of the X-per-day abilities have limited or zero use outside combat and the number of realistic scenarios they'll be spent can be ignored. Except of course spell slots. I've not seen any mechanic in 5e that suggests that wizards or any other caster will have worse ability checks than any other class, except probably rogue which is intended to be the skill monkey. The sample wizard even has a background feature that improves his knowledge checks, or seen any edition where the wizard was actually worse at skill use than any other character that was the official skill monkey. But they're spending in-character time though, and when the one challenge arrives they'll be fresh and ready for combat with all their resources intact. We're talking about in-game astronomical cycles here, when the sun that shines over the characters sets and rises, not real world or gamist conventions. They refresh their resources typically every 24 in game hours with some "buts" and "ifs" attached, not when they pass two milestones. If they have the first fight at 23:00 pm it stands to reason they'll want to go to bed soon, not going to think "oh no, we've not spent many resources here, we still have to kill three more sets of bad guys, or random monsters out of nowhere will attack us in our beds" Now you're going to suggest that it's the DM mission to make sure they want to continue the adventuring day by the use of some plot devices. Which would lead us, full circle, at the first point: fixing the story into narrow constrains so it adapts to the rules, instead of the other, more sensible, way around which is fixing the set of rules so they let the DM do as he dam pleases without unbalancing the relative power between characters. You can find wisdom there. You know - this discussion desn't have that much value because the real resource management in D&D doesn't have anything to do with slots, or uses per day. The most precious and valuable resource there is in combat is the round. Even if the stars align and we have our 4 combats per day or the heavy handed fist of the DM forces them, being generous typically only the first 4 rounds of each combat are actually important to determine the winner before it enters mop-up phase. Then anyone who has more than 16 combat resources to spend is not doing any meaningful management. The fighter can swing his sword all day - but what that really means is 14384 rounds of wasted power. Meanwhile, any who has the option to squeeze the most of those precious, vital 6 seconds is going to be the most valuable and powerful character. And we know what kind of character that's going to be. [/QUOTE]
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