Li Shenron
Legend
dislike =/= brokencitation needed... just because people continue to play the overall game doesn't mean that they don't dislike (or in TTRPG we can change it) it and it shouldn't be changed...
dislike =/= brokencitation needed... just because people continue to play the overall game doesn't mean that they don't dislike (or in TTRPG we can change it) it and it shouldn't be changed...
um... if you feel that way then just becuse you like it doesn't mean it isn't broken... this is the round about going on in almost every thread right nowdislike =/= broken
Or... we could have a fighter that has things to do.
'Most popular' because people get forced to play it as the starter class, which is also part of the reason they're not allowed to be good. Because we act like people who never played D&D before can't operate anything more complicated than swinging a sharp stick. Someone even suggested they might be confused about rage for god's sake.
This is fine, but one thing I have noticed is that having a bunch of features that are prof bonus per day gets to be a pain in the butt to track after a while if you aren't using some kind of VTT. I guess a reimagined character sheet could do it, but that'd be an extensive character sheet.I like proficiency bonus per day, regain half on short rest. It allows for some difference between daily casters and other classes.
Furthermore, my greater question still stands: what is so fun about being the only person still able to fight after everyone else has spent all their resources? I find it very difficult to think that the mass appeal of the Fighter or Rogue is that after 10 combats, they begin to shine. I'm not sure anyone wants to grind out 8 encounters per day in order to actually feel useful, or that this particular kind of fun (which is completely valid) is something that the game should be based around.
A small price to pay for immersion!Not only do you get to be mediocre all day long, you can continue being mediocre after everyone else has packed it up! Sure, you never get to do anything flashy, but what consistency!![]()
some of the worst games I ever played had DMs get mad because we didn't want to engage the encounter they way THEY wanted and planed for us to...In order to make precisely controlled outcomes you need precisely controlled inputs, so Encounter per rest design is naturally awful.
Because if your design your game around players NEEDING to blow resources to get around an encounter, otherwise the balance fails, your naturally limiting player expression, because you NEED them to burn resources, you NEED them to fight an encounter, you need them to do something to burn resources.