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Rule-of-Three: 07/10/2012
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<blockquote data-quote="I'm A Banana" data-source="post: 5967041" data-attributes="member: 2067"><p>In both situations: because <a href="http://daedaluswing.wikidot.com/what-recharging-looks-like" target="_blank">all their work will be undone if they don't finish this thing</a>. </p><p></p><p>I mean, you've solved the mystery. You know who done it. If you go to sleep for eight hours, they're going to take that time to get out of town, plant a new red herring, frame someone else, or otherwise get out of it in a million different ways. You will let them get away, to commit their crimes again! </p><p></p><p></p><p></p><p>Even if I grant this (and I don't entirely), it doesn't necessarily follow that this is how it must be in 5e. I think any game that takes all the pillars into account can't be and won't be so myopic, and I'm not so cynical as to mistrust the dev team when they say they're taking the pillars into account. </p><p></p><p>It also doesn't necessarily follow that this is automatically a problem. Even if spell slots were the only way to do daily things outside of combat, the math can dictate its balance against everyone else's baseline +1</p><p></p><p></p><p></p><p>We need to remove backgrounds from the equation since they are presumably interchangeable. Without that, you see everyone is roughly equal in the noncombat arena (in that they have little-to-nothing that does anything in it) except for the rogue, who is pretty good in Exploration. The wizard in the playtest only gains one Exploration ability, <em>Alarm</em>, which isn't anything any character with some string and a bell can't do, and costs 1 gp to use. </p><p></p><p>So in this case, rather than go with baseline+1/3 = baseline+3/1, they seem to be going with baseline+1/3 = almost nothing. </p><p></p><p>Balanced (even a little unfair to the spellcaster). </p><p></p><p></p><p></p><p>I'm talking about gamist conventions.</p><p></p><p>I'm specifically talking about an "adventuring day" that is measured as a series of challenges between full recovery. </p><p></p><p>What that looks like in the story is incidental to the question of mechanical balance. </p><p></p><p></p><p></p><p>You don't need to "fix" the story. You do need to consider what the enemy is doing.</p><p></p><p>They take a rest. And the monsters, what, sit around with their thumbs up their noses after discovering their dead and missing friends and five dudes covered in their blood sleeping on the doorstep? </p><p></p><p>Or, do they flee?</p><p></p><p>Or, do they try and kill those five guys?</p><p></p><p>Or, do they just sit in their lairs and wait patiently for death like some depressed pig at the slaughterhouse?</p><p></p><p>Considering what the enemy does has the bang-on effect of implementing the "adventuring day" one way or the other.</p><p></p><p></p><p></p><p>You can also find nothing, and mistake it for wisdom.</p><p></p><p></p><p></p><p>Meh, that's just number-fudging. 6:1, 4:1, 2:1, whatever ratio works.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5967041, member: 2067"] In both situations: because [URL="http://daedaluswing.wikidot.com/what-recharging-looks-like"]all their work will be undone if they don't finish this thing[/URL]. I mean, you've solved the mystery. You know who done it. If you go to sleep for eight hours, they're going to take that time to get out of town, plant a new red herring, frame someone else, or otherwise get out of it in a million different ways. You will let them get away, to commit their crimes again! Even if I grant this (and I don't entirely), it doesn't necessarily follow that this is how it must be in 5e. I think any game that takes all the pillars into account can't be and won't be so myopic, and I'm not so cynical as to mistrust the dev team when they say they're taking the pillars into account. It also doesn't necessarily follow that this is automatically a problem. Even if spell slots were the only way to do daily things outside of combat, the math can dictate its balance against everyone else's baseline +1 We need to remove backgrounds from the equation since they are presumably interchangeable. Without that, you see everyone is roughly equal in the noncombat arena (in that they have little-to-nothing that does anything in it) except for the rogue, who is pretty good in Exploration. The wizard in the playtest only gains one Exploration ability, [I]Alarm[/I], which isn't anything any character with some string and a bell can't do, and costs 1 gp to use. So in this case, rather than go with baseline+1/3 = baseline+3/1, they seem to be going with baseline+1/3 = almost nothing. Balanced (even a little unfair to the spellcaster). I'm talking about gamist conventions. I'm specifically talking about an "adventuring day" that is measured as a series of challenges between full recovery. What that looks like in the story is incidental to the question of mechanical balance. You don't need to "fix" the story. You do need to consider what the enemy is doing. They take a rest. And the monsters, what, sit around with their thumbs up their noses after discovering their dead and missing friends and five dudes covered in their blood sleeping on the doorstep? Or, do they flee? Or, do they try and kill those five guys? Or, do they just sit in their lairs and wait patiently for death like some depressed pig at the slaughterhouse? Considering what the enemy does has the bang-on effect of implementing the "adventuring day" one way or the other. You can also find nothing, and mistake it for wisdom. Meh, that's just number-fudging. 6:1, 4:1, 2:1, whatever ratio works. [/QUOTE]
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