James Gasik
We don't talk about Pun-Pun
So using four different abilities each combat is worse than using one over and over? That's a head scratcher for me, I have to admit.
The problem with "PB uses per day" is that it encourages PCs to nova and then rest - the 15 minute adventuring day. Though the current approach, where classes have a mix of approaches but the big casters are almost all per day is even worse - this encourages them to nova and then force a rest, which not only gives the 15min day but also enhances the imbalances between the classes.
I'm just not sure I've ever been in a game with a player who has specifically told me their power fantasy is being the only person who is still strong after 6-8 encounters. I don't doubt that his crowd exists, but this seems like it would be a very niche crowd, and that this is a problem that really only effects that crowd.It's changed over the editions.:
* A specific style of building that focused on buff/debuff & control spells in ways that made their allies awesome & nerfed the stew out of their foes
- Back in 3.x certain classes had dramatically greater ability to nova (ie CoDzilla, glass cannon casters, etc). This resulted in those classses taking a much larger share of the spotlight to nova>rest>repeat & forced the GM to dole out treasure that would bring the other classes up or resort to MAD type situations with SR & such that woulds impact classes with reduced nova capability. The "god wizard"* & similar was a bit of an exception simply because they were more dependent on situations lining up to spell selection & the fact that them going nova meant that others in the party were the ones being dialed up to 11. All of that was tempered by the fact that recovery was a nontrivial hurdle that could be dangerous enough that the nova>rest>repeat pattern could trivially be interrupted in ways that resulted in the party falling behind where they were when they started the rest.
- In 5e resting is no longer a risk & it's gone from players saying "can we take a rest" to players saying "we take a rest or you can shoot the shaggy dog" even if they need to say that two or three times. The problem is exacerbated because the simplicity at all costs & magic items are "optional" makes item based spotlight adjusting tools much more difficult to deploy with a much lower bar for leveraging those items into new & bigger problems. You can top all of that off by having classes on two different rest cycle needs so the GM has a higher bar to address the problem and certain classes (ie warlock & others) are almost designed explicitly to abuse the 5mwd nova>short rest>repeat/nova>nova>short rest>repeat in ways that steal the ability for long rest classes to ever enjoy the fruits of their larger tank tied to long rests.
That's not what I'm saying, and is a very silly interpretation of what I was suggesting. I'm saying that we can keep ability diversity, but some abilities don't really need cooldowns. It feels almost like you purposefully misinterpreted my post to make it sound stupid?So using four different abilities each combat is worse than using one over and over? That's a head scratcher for me, I have to admit.
After constant rinse and repeat, it feels the same. Just takes longer for combat to be resolved to account for all the whizbangs.So using four different abilities each combat is worse than using one over and over? That's a head scratcher for me, I have to admit.
Uh, no. I was more replying to some of the other people who have replied to my post. Like UngeheuerLich who just replied with "yes".That's not what I'm saying, and is a very silly interpretation of what I was suggesting. I'm saying that we can keep ability diversity, but some abilities don't really need cooldowns. It feels almost like you purposefully misinterpreted my post to make it sound stupid?
I would really like to know what other DMs are finding so harmful about the "5 min workday." Even reading this thread, and others like it, I just don't see where it becomes a problem. Surely if you're running a lot of dungeons, then you're probably going to have 5-8 encounters in that dungeon regardless. And if you're running a city or wilderness adventure, being pushed to the brink by combat isn't something I would expect the entire time, or to be the only thing that has the players stressed. And, if your table really loves D&D combat and only plays it for that, I would think 5E's boring monster design to be the problem, and not the nature of the resource game.
Change it from that extreme to being the person who can pull a rabbit out of their hat & save the day by reversing an impending TPK when things go sideways or being the person who can allow everyone else to run at 120%through the entire day & it's not so hard to envisage to the point that it's even a high demand role in MMOs with those players generally being able to easily find their way into groups ecstatic to have them. Those are the roles stolen by the way 5e incentivizes the 5mwd.I'm just not sure I've ever been in a game with a player who has specifically told me their power fantasy is being the only person who is still strong after 6-8 encounters. I don't doubt that his crowd exists, but this seems like it would be a very niche crowd, and that this is a problem that really only effects that crowd.
If I'm playing a rogue, I'm assuming I'm doing other things during the adventuring day then trying to out DPS the druid by backstabbing 100 people over the course of the day. And even thought this is how the Champion Fighter is designed, I don't think many people play the Champion Fighter specifically because it can be a clutch character to have after 8 encounters in one day.
True. As I've said before, and no doubt will say again, what is ideally wanted is to put in place something to encourage players to go for "one encounter more" - maybe XP rewards increase with each encounter in the day, or maybe some powers only become available after some encounters, or something.I've said it before: the solution to the rest schedule problem or the nova problem or the 5MWD problem is not to punish the players for resting all the time. It's not to make resting more difficult, or so inherently dangerous that the PCs de facto have no rest opportunity in a dungeon. The solution is to reward them for managing their resources better.