Incenjucar
Legend
Hopefully to be launched with an ORC and Pi adventure.And thus, folks, was made the most significant mathematical discovery in the history of roleplaying:
5.512024 is D&D's version of pi.
Hopefully to be launched with an ORC and Pi adventure.And thus, folks, was made the most significant mathematical discovery in the history of roleplaying:
5.512024 is D&D's version of pi.
To be clear, this isn't something you simply staple onto existing class structures. You have to build the classes up around this premise, ideally creating new narratives around the caster classes, and adjust other subsystems to accommodate it. Primarily, adjust treasure tables so that a lot of potions and scrolls become magical reagents that only the casters utilize.If the dungeon generates 5,000 g.p. each in treasure and the Fighters and Thieves each get to keep all of their share while the Clerics and Mages have to plow 3,000 of it back in along the way just to keep themselves going, that ain't gonna fly.
And if the party as a whole foots the bills to keep the casters going then nothing changes except there's a big reduction in the overall amount of treasure to divide at the end of the adventure, which isn't - I don't think - the problem you're trying to solve here.
I think "afford" in that last sentence is the really interesting question here. What is the net game effect of taking time to complete the dungeon/exploration/what have you? What does it cost?I'm not sold on this premise. That said, what was once a major in-game cost of recharging abilities (where such includes hit points) has been eroded significantly in 4e-5e: time. You get all your h.p. back overnight and even if you don't, there's way more healing available than once was the case.
Sure the casters might get all their spells back overnight but if the Fighter's still only at 6 h.p. out of 40 you're not going anywhere until she's cured up, which in theory should put a nice dent in your healer's spells for today. Can you afford to rest another day to refill the healer?
I guess? To me, having a game where smart/lucky play puts you ahead and unlucky/unskilled play puts you behind just kind of makes sense, and hits the play priorities I enjoy in these sort of games. I mean, I guess I could call a game where you progress no matter what you do a "conveyer belt" as a comparison. Is that better or worse than a "treadmill"?In a way they already do that when buying or claiming magic items that make them better at what they do; this puts that model far more up-front and, as I noted earlier, risks making the whole thing become very treadmill-y. It also presupposes you-as-DM are always going to seed enough treasure into each adventure to make this model viable.
I mean, I'm already overhauling classes and magic item tables, I would probably also houserule a spell that breaks the entire magic paradigm I put in the game.What would increase, in my game anyway, is casters' vulnerability if all their "spells" are in fact stored in devices that are at risk of being destroyed with some bad luck. And Dispel Magic just became the go-to means of ruining a caster's week (I still have it as area-effect rather than targeted); it couldn't affect a caster's available-to-cast slots in any edition but if it can hammer their device-stored spells, they're hosed.
Sure the casters might get all their spells back overnight but if the Fighter's still only at 6 h.p. out of 40 you're not going anywhere until she's cured up, which in theory should put a nice dent in your healer's spells for today. Can you afford to rest another day to refill the healer?
My main objection is what this does to the fiction and the range of fictional options. I want rules that give me maximum story design freedom.I always find it's better for a game to be constrained at its base, and then expandable via options. It's trivial to add recharging and permanent magic to PCs via magic items and boons.
The percentage chance of character death is kind of up to me, as the DM, no?Because many players will risk the low percentage chance of character death to fight and progress the adventure.
Ah, so you're talking about whether the players are altruistic. I don't care as much about the virtue in my players' souls; I just want to be able to pitch a wide variety of stories without being met by "Nah, not doing that one, there's not enough treasure to fuel our wizard."A far fewer number of players will risk that same fight, knowing it will cost them a magic item or enough gold to buy one, just to be able to have a chance to save the halflings. Those are the ones that are truly dedicated to roleplaying their character as heroic and altruistic.
I think any encoded magic system is going to restrict some narratives and empower others. The core D&D magic system is also fairly restricted to a certain subset of stories.My main objection is what this does to the fiction and the range of fictional options. I want rules that give me maximum story design freedom.
Sure? Not sure it's particularly salient, but you're not wrong.The percentage chance of character death is kind of up to me, as the DM, no?
How would choosing to help fictional halflings make the players altruistic?Ah, so you're talking about whether the players are altruistic. I don't care as much about the virtue in my players' souls; I just want to be able to pitch a wide variety of stories without being met by "Nah, not doing that one, there's not enough treasure to fuel our wizard."
If the goal was to actually fix 5E, they would eliminate the long rest/short rest issue. Everyone would have the same pools, conceptually, geared toward their class fantasies.
Oops, I accidentally invented 4E.
I reacted bcause you noticed. However notice that your suggestion deliberately excludes a character concept, and makes playstyles harder or impossible. Which can be felt as a giant "I don't want the likes of you in my table" so not very nice.I don't think this paradigm would particularly appeal to your interests; your posts over the years generally lead me to believe you favor character-focused neotrad and narrative play over classic-style play. (If my read of your interests is wrong, I apologize.)
Your love of the sorcerer concept with its innate well of magic would certainly painfully contradict with the paradigm I'm suggesting.
Just to be clear I liked a lot of aspects of 4e and had fun playing it for years. Combat took too long for me, but that was my only major complaint and I think it's unfairly maligned. Particularly some of the sourcebooks and adventures.Tbh if ibe was incorporating 4E elements I woukd dump AEDU.
Keep the AE part or have every class short rest based. 10 levels.
Assuming I wanted a mechanically better game that wasn't D&D. I wouldn't do it as WotC D&D is its own thing now with its own expectations.
And since the solution needs to address resource attrition, combat encounters are the primary resource usage and need to be weighed much more heavily than anything else.
The above I agree with. The number of encounters and the length of each encounter matter when calculating the average combat balance between class.However, that doesn't address how fewer encounters affect the balance between classes.
... number of encounters affects at-will and long-rest-recovery classes differently.
"Less rounds throws off balance between classes"
There are two very different aspects that need to be met by number of encounters per day.
One of them is challenge. And yes, you can have fewer, deadlier encounters and reach your goals for this. ...
The other one is balance between the at-will classes like rogue or the EB-focused warlock, and the long-rest recovery classes like full casters plus hybrids like the barbarian or the paladin.
If you took your average full caster and took away all slots, they would be less effective on average than at-will classes like the rogue. At-will > cantrip. (This doesn't include EB boosted with invocations.)
On the other hand, if you gave casters unlimited of their highest level slots, they would do more than at-will characters. A fireball with multiple opponents, etc. Slots of the highest few levels > at-will.
Putting them together, we get, in generic terms for the average character:
Slots of the highest few levels > at-will > cantrip
So in order to balance these, we need some number of spells cast using highest level slots, and some cantrips or low-impact spells (like 1st level offensive spells in T2+). Some above and some below will average out to the same as an at-will.
...
If an encounter is 3-4 rounds and you can a spell lasting 1 minute, you only get 3-4 rounds of it at most. But if the combat lasts 9 rounds, then you are getting 2-3 times the effect from the same slot and the same action. It's more powerful. So you need to offset it with even more rounds of lower than at-will efficiency.
...
To sum up:
1. Can balance danger and challenge in fewer encounters by having tougher encounters.
2. Need to have more total rounds fighting in fewer encounters that all of the more encounters in order to maintain balance between classes.
And that second one does not often get met. Fewer encounters per day is usually fewer total rounds then if we did all of the encounters per day, and that definitely is mathematically biased in terms of the long-rest-recovery classes like casters as well as a big boost for hybrids like the barbarian and the paladin.
Yes, the DM needs to adjudicated the level of the combat threat against the party. It is important to mix the levels of combat threats. I will discuss why below.Leave that to the DM.
Sure. At the same time, I feel even a trivial encounter is worth ½ encounter − even if just for the sake of how much time it takes to play the game. Meanwhile, if a near-TPK is worth 2 encounters, what is the point of awarding 3 encounters if no survives to receive it. Plus at certain point, they really do need to flee and might be foolish if they dont do it, unless perhaps there is some greater than life ethics to remain in a doomed fight.A trivial encounter may not count at all, while a drop-dead all-out might count for multiple.
I wish every caster in 5e was using the Warlock schedule of fewer spells at a time that refresh per rest. At that point, the Fighter too has features that are per rest. It suddenly becomes easy to balance everything.The 13th Age solution with 4 combat encounters per full-heal-up explicitly gives the DM that judgement. (13th Age grants less daily powers for the characters at all levels, it's calibrated around 4 encounters, unlike D&D 5e).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.