Yaarel
🇮🇱 🇺🇦 He-Mage
In a 5e context, the narrative of per day, how does it make sense to you?I disagree on...pretty much all points.
In a 5e context, the narrative of per day, how does it make sense to you?I disagree on...pretty much all points.
I mean, why do you disagree though?I disagree on...pretty much all points.
That's fair. 5e design assumes an adventuring day that most tables do not use. I agree that needs to be fixed.The time is ripe for a car analogy. We want to design a racing game featuring two different cars that both need to feel different. So we design car Red and car Blue.
We design the Red car to be the fastest, and then we design the Blue car to be slower. This sounds unfair, right? To compensate for this problem we give the Blue car infinite gasoline.
The problem is that in this game we quickly discover that the Red car never runs out of gas, because every race is shorter than the capacity of the tank. As such: The size of the tank does not matter and the difference between the Red and Blue cars is that one of them sucks and the other doesn't.
I would think you would find if you had the ability to survey it, that you could design a rogue with a number of lock-picking attempts limited to a 1x per day or something, and nobody would notice. This is the problem with having some classes with endless uses of an ability, and some with limited uses. If the limit does not matter, there is no downside to having it.
In a 5e context, the narrative of per day, how does it make sense to you?
Because if we're talking fantasy fiction, he's flatly right that casters should be short rest. D&D's whole "spells come back on long rest" thing is really weird fantasy fiction wise.
That's a good point, but I believe my logic holds true for other spells. The downside is that the Wizard has to blow a spell slot. No other downside necessary. (even though most enchantment spells have the downside of ticking people off when they fail or even when they succeed).That's absolutely true of Knock. It usually only comes out when the lockpicking attempts have failed. But the only reason that's true is because of the extremely loud noise it makes.
It is not true of most other Wizard utility spells. If all Wizard utility spells had a sizeable downside, as was pointed out earlier in this thread, then they likewise would be used more sparingly.
That is an absence of a narrative - the absence of an explanation for a long rest.Wizards, prepare for the day. Thats it. Thats the narrative.
The 'long rest' is the time to prepare, its the time to commit to memory. That is not 'short rest' territory to me.
That's just not been my experience at all, and whilst obviously I've only seen what I've seen, most groups seem to be considerably more liberal with spell slots than you're describing, particularly when they're not the highest-level slot they have.That's a good point, but I believe my logic holds true for other spells. The downside is that the Wizard has to blow a spell slot. No other downside necessary. (even though most enchantment spells have the downside of ticking people off when they fail or even when they succeed).
I would blow a 4th level spell slot on Arcane Eye only if literally no other person could scout, or if it was insanely dangerous. I think the same holds true for most other utility spells, except for perhaps level 1 spells.
That is an absence of a narrative - the absence of an explanation.
And why would a "memorization" only last a day? Or require sleep to memorize something new? It makes no sense.
PF2 is a clunker though. I mean, I like it in a lot of ways, but it's not just "a tight system". It's a setting-specific system that's genuinely painful to adapt to other settings (believe me, I've tried, there's basically no support for it, which is why PF2 has next-to-no 3PP settings). On top of that, it's chunkier and clunkier than 5E, and it didn't need to be in order to be "tight", that's just a design decision they made.PF2 is just over there if folks are looking for a tight system.