Scorpio616
First Post
It's called HP. But it seems some folks think certain players will fail to utilize abilities powered by HP.Can mundane classes have a resource which powers abilities?
It's called HP. But it seems some folks think certain players will fail to utilize abilities powered by HP.Can mundane classes have a resource which powers abilities?
I guess I've always seen these as balancing limitations first with no real explanation for them. The way I see this is like this:
"So, wizards can only cast a couple of spells per day to balance them."
"But WHY can the only cast a couple of spells per day in the game world?"
"There isn't a reason. It's for balance purposes."
"That's not good enough, I want a reason!"
"Fine... they... umm... forget the spells after they cast them requiring them to rememorize them the next day"
"Awesome."
"This fighter power needs to be limited, allowing them to use it constantly would be very overpowered but the class is kind of bland and boring unless we give them a couple of powerful options to use."
"Great! Why in the game world are fighters limited to the number of times they can use this?"
"There's no reason. It's a balancing method to the game."
"That's not good enough, what's the reason?"
"Umm... I got nothing. Sorry, can't come up with a reason but the game would suck if we removed those powers and would be overpowered if we allowed them at will. Guess you'll just have to ignore the fact that there's no reason."
To me, the entirety of D&D HAS been designed with metagame resources. Things like spells, god granted abilities, and magic items. They've just come up with an adequate(and I only say adequate since it's not a very good one) reason to justify the metagame resources for spells because it's easy to do so. Magic doesn't really exist so people are willing to accept nearly any justification. That doesn't really make the resources any less metagame. They just have a thin coating of honey on them to make them go down smoothly.
It's called HP. But it seems some folks think certain players will fail to utilize abilities powered by HP.
Actually, it does change things. Magical resources are not metagame; they exist within the game. The cleric prays for spells, knowing how many he will get and what his options are. Then, when he casts them, they are expended and he can't cast them anymore. The reason why may be arbitrary (since the gods are ostensibly deciding what these spells are and no one knows why), but that's not the point. The character's experience maps perfectly on to the game mechanics. Nothing meta about it.I guess I've always seen these as balancing limitations first with no real explanation for them. The way I see this is like this:
...
To me, the entirety of D&D HAS been designed with metagame resources. Things like spells, god granted abilities, and magic items. They've just come up with an adequate(and I only say adequate since it's not a very good one) reason to justify the metagame resources for spells because it's easy to do so. Magic doesn't really exist so people are willing to accept nearly any justification. That doesn't really make the resources any less metagame. They just have a thin coating of honey on them to make them go down smoothly.
I wouldn't call that a typical response to wizard spellcasting. For one, it isn't really a thing that provides balance, and I think that's immediately clear to most people at this point. For another, I don't think "Awesome" is a typical reaction. Memorizing spells is a headache."So, wizards can only cast a couple of spells per day to balance them."
"But WHY can the only cast a couple of spells per day in the game world?"
"There isn't a reason. It's for balance purposes."
"That's not good enough, I want a reason!"
"Fine... they... umm... forget the spells after they cast them requiring them to rememorize them the next day"
"Awesome."
D&D's magic is based on the Dying Earth by Jack Vance. How you claim that Vancian magic is "not a very good reason to justify metagame resources for spells because it's easy" is beyond me. Sure, it may have the happy effect of balancing metagame resources, but the reason Vancian spellcasting is in the game is because the designers wanted to emulate the kind of magic that appears in Dying Earth.
Well, as I see it, there's pretty much three ways to go about this.
(1) Use-limited. We know how this works - you can do {cool stuff} 1/day, 1/encounter, whatever. This includes "pools" of whatever, too.
(2) Penalized activation. In order to do {cool stuff}, you need to declare it and suffer a hefty penalty to your success roll.
(3) Randomized activation, which is a benefit after getting a certain kind of die roll - often a crit, but maybe an "even" or "odd" result ala 13a.
There's a lot of varieties of (1), and honestly it's my preferred choice of the three.
Which again conflates two unrelated ideas. Wouldn't you rather be able to do more stuff than charge and not have a resource system? You know, just say what you're going to do and do it.
Yep, that's it exactly.Good stuff
Back in the day when we played 2e, our group would argue about Vancian spellcasting endlessly. No one thought that it sounded realistic in the slightest. It seemed very metagame. After all, when you pray for spells why does your god limit you to 2 of them because you are first level? He doesn't trust you enough to give you 3 or 4 or better yet as many as you need to spread his teachings and protect and heal his followers? Same thing with a Paladin. You can smite evil 1/day...but twice? Seriously, your god would rather you die than give that kind of power to a neophyte. You might abuse it by...smiting more evil?Actually, it does change things. Magical resources are not metagame; they exist within the game. The cleric prays for spells, knowing how many he will get and what his options are. Then, when he casts them, they are expended and he can't cast them anymore. The reason why may be arbitrary (since the gods are ostensibly deciding what these spells are and no one knows why), but that's not the point. The character's experience maps perfectly on to the game mechanics. Nothing meta about it.
And that difference doesn't mean anything to me at all. There is no mystical being arbitrarily telling a Wizard he can only prepare 2 spells rather than 3, that ability comes from him but somehow his limitation "makes sense" to people. "It's magic!" simply doesn't do it for me as an explanation. Even a god arbitrarily restricting the number of uses doesn't make much sense to me. It's all pretty much the same thing. A limitation to make sure the game doesn't get out of control that we ignore and simply don't mention in character to avoid pointing out the silliness of the situation in the game.It's much easier to justify magic because magic is not real and follows no real set of rules. A fighter, conversely, is not praying to anyone or memorizing his abilities from a spellbook. If he runs out, it can't be because some mystical being arbitrarily sets a limitation on their usage, because they didn't come from said being to begin with, they came from him.
Yep, and I don't see why that same reason can't apply to any non-magic system within the game as well? "Why can't I use Trip more than once a day?" "It's a traditional D&D-ism; a genre conceit specific to this game."I think more typically the answer is something to the effect that Vancian magic is a traditional D&D-ism; a genre conceit specific to this game.
As [MENTION=22779]Hussar[/MENTION] says above, it does not emulate Dying Earth well at all. The restrictions on wizards in D&D are quite a bit different from the restrictions on wizards in that book. It was inspired by that book, I'm sure but it was not trying to emulate it. Plus, it applies to clerics as well which receive their spells in an entirely different way than wizards so the same explanation can't hold for both of them.D&D's magic is based on the Dying Earth by Jack Vance. How you claim that Vancian magic is "not a very good reason to justify metagame resources for spells because it's easy" is beyond me. Sure, it may have the happy effect of balancing metagame resources, but the reason Vancian spellcasting is in the game is because the designers wanted to emulate the kind of magic that appears in Dying Earth.