mach1.9pants
Hero
That is a good point, I wonder how DnD-land would go with per adventure or per session abilities?It sounds like they're still thinking in terms of abilities used on a per unit time basis. That's a problem.
That is a good point, I wonder how DnD-land would go with per adventure or per session abilities?It sounds like they're still thinking in terms of abilities used on a per unit time basis. That's a problem.
That is a good point, I wonder how DnD-land would go with per adventure or per session abilities?
Problem is, you've just played right into the 15 MAD's group's hands. You've grouped all the kobolds into one, nice, convenient place where the group can now use maximum firepower for maximum effect. So, we just mopped up the entire adventure in 3 days, instead of the 4 it would take the speedy group. Win!
Probably not much better.That is a good point, I wonder how DnD-land would go with per adventure or per session abilities?


Abilities per unit time has existed since the dawn of the game, so I don't see what the problem is.It sounds like they're still thinking in terms of abilities used on a per unit time basis. That's a problem.
They have, and they've always been at the center of people's problems with the games (fighter/caster issues and 15 minute adventuring days to name two really obvious ones). They're unrealistic and unbalanced and needlessly complex. And they're very easy to do without.Abilities per unit time has existed since the dawn of the game, so I don't see what the problem is.
Basically, you're talking about Trailblazer, in which everything recovers "per rest" If you can sit down and rest quietly for 15 minutes, you get (some of) your spells back, your rages, and you heal. It's a 15-minute night instead of a 15-minute day. It's better, but it's still not as good as just getting rid of the whole thing.I'd much rather that instead of defining things in terms of what you can do in a _day_, it defined it in terms of something less regulated by the passage of time. Then the DM can decide what that is.
Maybe some decide that is per day and wonder why anyone would even talk about 15 minute days, another decides it's per level of the dungeon, per 10 rooms, another decides it's per entire adventure, and the last guy decides it's per session, cause he doesn't want to be bothered tracking hp and uses when his group only gets together every 8 weeks.
But if you make it "per day" then it's just a question of self-policing. If a wizard has 10 awesome things to do, some will use that in 5-10 different combats, and some will use it in the first 10 rounds, then advocate a rest. Or use most of them for long term bonuses and have enough for 2 rounds of ridiculous combat where they outshine anyone who isn't a spellcaster. And some groups will like or dislike different approaches, from one end of the spectrum to another.


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.