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  1. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Terrain worked for 4e due to the battlemat prerequisite. Those kinds of things are an absolute pain in theatre of the mind. Since 5e proposes to do either then you see the lowest common denominator. Your general statement here is fine. The specific example is just wrong. Mobility and movement...
  2. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Most players seem to play fairly linear adventure paths. I don’t think pacing and 5MWD is as big of a concern for them in the first place as the adventure paths narrative pacing and time pressure usually curtails the worst of the 5MWDs. So if that’s who you are solving pacing for I’d argue it’s...
  3. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    That’s cool and all but you’ve not really explained it. The biggest takeaway is that you really like the implementation. But you’ve not explained how the intertwining game systems make it work for pacing and balance at all. As an example I can swing hard or not. How much harder is hard? What...
  4. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Very gamist idea, but what if quick recovery like a long rest costed xp?
  5. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I’m not familiar enough about that game to know if it does or doesn’t work there. I’m skeptical enough that I wouldn’t just take anyone’s word for it, not because the game couldnt do that, but because most people suck at in depth analysis. Explaining what about those interlocking systems...
  6. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I don’t know about better overall as there’s more to consider than just balance and pacing. But in terms of balance and pacing, it usually makes for a very high variance system where players can trade much better performance now for much worse performance later (often 2-10x better performance...
  7. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    IMO. In terms of balance and pacing that kind of system is absolutely terrible. I think it’s obvious as to why, but I’ll elaborate further if needed.
  8. FrogReaver

    Judge decides case based on AI-hallucinated case law

    Assuming all the textbooks were of equal quality, I’d much prefer the one my professor wrote. There’s pros to having all the information presented the way he teaches it. But we all know all textbooks aren’t equal and when there’s a monetary incentive for the professor that process gets very...
  9. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I think balance and pacing and inextricably linked. I disagree. The same floor level can be set with or without per encounter abilities. They typically are more interesting from a game perspective but they don’t really change balance/pacing. What your proposal actually does (assuming each...
  10. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Yes. Your question was much more interesting.
  11. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    How accurate do you expect cr guidelines to be?
  12. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I have no idea how this has anything to do with what you quoted from me. I wasn't talking about 5e. I was talking about the hypothetical game system.
  13. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I don't think it's just boss fights. But I do think 1-3 encounters per rest period is the sweet spot. I think each encounter needs to be difficult, but I think there should be enough recovery options between encounters that the next is only slightly more difficult due to being in the previous...
  14. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I'm going to look at 3 rounds. In 4e a lower level Fighter would typically do 1[W] + mod damage with at will. 2[W] + mod damage with encounter and 3[W] + mod damage with daily. Most would offer some small rider. If there was a particularly strong rider then the damage might be lowered. So a...
  15. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I don't think you can really talk about 1 without the other. As an example, a class twice as strong as another will always need different pacing to be equally challenged. Unless you are meaning something much different by pacing than I am. My contention Functionally for a single class in...
  16. FrogReaver

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I lost all interest at the big bold 4e got it right. 4e wasn’t actually balanced. Twin Strike and Frost cheese anyone? That said most powers were balanced with each other because they were all some variation of 2W damage + small effect. The only mechanically interesting ones did other stuff...
  17. FrogReaver

    D&D 5E (2024) Better Monster Design. 6E/BG3 Ideas

    Probably the same as in 5e. Though internet wasn’t as widespread then so maybe to less effect.
  18. FrogReaver

    D&D 5E (2024) Better Monster Design. 6E/BG3 Ideas

    3e had worse optimization cases than 5e.
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