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2/18/13 L&L column
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<blockquote data-quote="pemerton" data-source="post: 6091889" data-attributes="member: 42582"><p>[MENTION=6668292]JamesonCourage[/MENTION] was referring to experiences that I had GMing Rolemaster, and that I have posted about on these threads on other occasions.</p><p></p><p>I agree with all this.</p><p></p><p>My goal upthread isn't to defend D&Dnext's design - I'm only concerned with the more narrow thesis, that being able to do more encounters between recharges is, per se, a power-up. In a system in which recharging itself is not systematically constrained, that's not the case.</p><p></p><p>But that doesn't tell us anything about whether or not recharching <em>should</em> be constrained! If it's going to be a meaningful part of the game, arguably it should.</p><p></p><p>One elegant feature of 4e, in my view, is that it tackles resources at two levels. In-encounter resources are built right into the game, via encounter powers, short rest surge-expenditure rules, the max-one-AP-per-encounter rule, etc. And then per-day resources are of optional significance - some groups can constrain extended rest availability, others not - but because every PC is on roughly the same resource suite (martal Essentials PCs excepted) the game probably won't break either way.</p><p></p><p>My concern with D&Dnext isn't so much that it doesn't, per se, make recharges significant - it's that it has class builds that will be of significantly different effectiveness depending whether recharges are at-will, or rationed. Worrying about the effects of clerical healing, while ignoring this broader feature of the systems, strikes me as somewhat misplaced priorities.</p><p></p><p>I agree the trope is real. But so is the "swarms of orcs" trope, and that clearly makes wizards' AoE's more effective. It's when the trope becomes ubiquitous, or is built into the system, that the balance issue becomes a serious one.</p><p></p><p>Well, the system has to be designed around <em>some</em> assumptions, doesn't it?</p><p></p><p>But seriously, leaving aside ingame time pressures, what prevents the 5-minute day in Next? And if the answer is "nothing", then out-of-combat healing isn't that important, and more concerning is the ability of wizards to nova, and thereby to overshadow fighters and rogues.</p><p></p><p>Until I've seen how the system is handling this, and is in some fashion mandating the "4 encounters per day" around which the wizard/fighter relative effectiveness is balanced, I'm not going to worry too much about the effects of clerical healing that emerge under an assumption (4 encounters between recharges) that the system has no means of rendering true.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6091889, member: 42582"] [MENTION=6668292]JamesonCourage[/MENTION] was referring to experiences that I had GMing Rolemaster, and that I have posted about on these threads on other occasions. I agree with all this. My goal upthread isn't to defend D&Dnext's design - I'm only concerned with the more narrow thesis, that being able to do more encounters between recharges is, per se, a power-up. In a system in which recharging itself is not systematically constrained, that's not the case. But that doesn't tell us anything about whether or not recharching [I]should[/I] be constrained! If it's going to be a meaningful part of the game, arguably it should. One elegant feature of 4e, in my view, is that it tackles resources at two levels. In-encounter resources are built right into the game, via encounter powers, short rest surge-expenditure rules, the max-one-AP-per-encounter rule, etc. And then per-day resources are of optional significance - some groups can constrain extended rest availability, others not - but because every PC is on roughly the same resource suite (martal Essentials PCs excepted) the game probably won't break either way. My concern with D&Dnext isn't so much that it doesn't, per se, make recharges significant - it's that it has class builds that will be of significantly different effectiveness depending whether recharges are at-will, or rationed. Worrying about the effects of clerical healing, while ignoring this broader feature of the systems, strikes me as somewhat misplaced priorities. I agree the trope is real. But so is the "swarms of orcs" trope, and that clearly makes wizards' AoE's more effective. It's when the trope becomes ubiquitous, or is built into the system, that the balance issue becomes a serious one. Well, the system has to be designed around [I]some[/I] assumptions, doesn't it? But seriously, leaving aside ingame time pressures, what prevents the 5-minute day in Next? And if the answer is "nothing", then out-of-combat healing isn't that important, and more concerning is the ability of wizards to nova, and thereby to overshadow fighters and rogues. Until I've seen how the system is handling this, and is in some fashion mandating the "4 encounters per day" around which the wizard/fighter relative effectiveness is balanced, I'm not going to worry too much about the effects of clerical healing that emerge under an assumption (4 encounters between recharges) that the system has no means of rendering true. [/QUOTE]
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