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D&D General D&D without Resource Management

Would you like D&D to have less resource management?

  • Yes

    Votes: 21 16.0%
  • Yes but only as an optional variant of play

    Votes: 12 9.2%
  • Yes but only as a individual PC/NPC/Monster choice

    Votes: 3 2.3%
  • No

    Votes: 30 22.9%
  • No but I'd definitely play another game with less resource management

    Votes: 14 10.7%
  • No. If anything it needs even more resource management

    Votes: 39 29.8%
  • Somewhar. Shift resource manage to another part of the game like gold or items

    Votes: 1 0.8%
  • Somewhat. Tie resource manage to the playstyle and genre mechanics.

    Votes: 11 8.4%

Micah Sweet

Level Up & OSR Enthusiast
I think focusing just on fireball is the reason this never gets fixed. metamagic ranges from Useless to overpowered and potentially game breaking with an inexperienced DM. MetaMagic should simply be removed and go back to letting wizards research their own versions of spells.
I'd be cool with that too.
 

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Micah Sweet

Level Up & OSR Enthusiast
Y
I like spell points we've done some games with them but making everyone spontaneous casters is a huge buff to clerics and wizards. You really have to buff everyone else or cut way down on the spell points which feels very bad for the casters.
Ou can still limit what spells you have to choose from in any given day. Just need another column on the table.
 

nevin

Hero
Even then spontaneous casters who can pull from their pool of known spells are simply more effective than the wizard who has to guess at the beginning of the day. here on the forums Wizards never have to Guess and they always know what they are fighting but , those of us who play or run actual games know that almost never happens.
 

Vaalingrade

Legend
Even then spontaneous casters who can pull from their pool of known spells are simply more effective than the wizard who has to guess at the beginning of the day. here on the forums Wizards never have to Guess and they always know what they are fighting but , those of us who play or run actual games know that almost never happens.
The playtest wizard can swap out a spell in a minute to Batman their way out of anything.
 

This is a funny thing because 5e displays how there are at least 3 desired resources management for food and drinks.
  1. The base 5e idea that you have to track food and drink but a Druid or Ranger can easily trivialize it with the goodberry spell or Natural Explorer
  2. the people who are made about that and want everyone to track food and drink
  3. the people who want everyone to be like the ranger and never track food and drink
1. The idea that you have to track food and drink is there because not every party is going to have a Druid or a Ranger in it. And if either of those classes are in a party, they not might have the Goodberry spell or the Natural Explorer class feature. In the party I am currently playing in, my Bugbear Ranger (Gloom Stalker) is using Deft Explorer instead of Natural Explorer. The problem with Natural Explorer is that it requires you to ask the DM on what kind of terrain exists in the adventure. You can't simply choose a terrain and hope that it exists in the adventure for you to gain any benefit from it. Plus you only gain the benefits when you have been exploring in the wilderness for about an hour. My party also has a Goblin Druid in it, and he doesn't have the Goodberry spell.

3. Considering the number of people who have complained about the 5e Ranger on these forums, I don't think everyone is beating a path to the Ranger's door just so that they don't have to track down their next meal. ;)

Any mention from WoTC on how One D&D is supposedly going to deal with resource management?
 


Voadam

Legend
that was my point, this means most fights have no stakes because there is nothing at risk, everything recharges after the encounter, and the encounter itself is not difficult enough to be a potential TPK, so it becomes meaningless
All those issues apply at the per day model as well.

DMs have guidelines for an encounter budget per day that a party can handle as a cumulative challenge over the day.

Everything recharges after the day and unless the day is difficult enough to be a potential TPK it is ultimately meaningless beyond the experience of having done it.

You are just taking the focus from the individual fights and adding on a layer of per day consideration.

The same consideration happens at the encounter level with greater gradations of expected challenge.
how, if everything recharges after the encounter, you are not being worn down…
The variability of fights is still there, some fights are easy and you triumph easily. Some are tough and take longer and are a lot closer. Some are lethal and you need to recognize that.

It is the same as multiple adventuring days in a megadungeon, each day the party can advance until they reach their daily limit then they recover fully between each adventuring day with everything recharging and are not worn down day to day.
Sure, you can keep using this encounter structure, but it makes most encounters completely inconsequential.
Only inconsequential on a per day challenge basis. They are still consequential narratively and have the same stakes individually as the per day budget challenge.
so they are just opportunities for the chars to show off, with zero stakes. Not interested, neither as a player nor DM
The stakes are mostly the same in both, the party survives or not and fights have their narrative significance. The stakes in the per day one are only different in that a party might need to retreat for the day after blowing resources early in a day and individual fights may be swingier in challenge based on PC daily resource usage.

That does add another layer of consideration and consequence, but ties it a lot to expected encounters per day. There is also a cost in that balance can get thrown off a bunch when an adventuring day encounter budget is not used and in that different play styles (Always nova right away, try to match daily resources to expected daily challenges, hoard daily resources for life or death situations only) can get very different results and play experiences, some really unsatisfying.
 




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