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2/25/2013 L&L: This Week in D&D
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<blockquote data-quote="sheadunne" data-source="post: 6093138" data-attributes="member: 27570"><p>I'm not a fan of any of these approaches because they're not traditionally the way D&D has handled it. These are only solutions if you think there is a need for balance at all, which I do not. I'm not looking for a fixed "recharge" schedule that's not directly tied to ingame time, whether or not ingame time has any other effect. I don't use XP in my games, haven't for decades. It's a poor way to measure progress in a game. </p><p></p><p>The tension created between continue or rest I find enjoyable in games. Do we rest because the Wiz is out of spells? Do we rest because the Cleric can't heal anymore today and the fighter is down HP? Do we rest because half the party is out of resources? These conflicts add to the dynamics of the game and make the game interesting for me. If everyone is on the same schedule it becomes boring. I want discussion and planning at the table. I want resource management to matter and I want it to matter to players in different ways reflected by classes and how players play those classes. </p><p></p><p>Some people have a problem with it and resolve the issue with a 15 minute adventuring day. Those players/groups are a different type of player than myself, who has never experienced the 15 minutes adventuring day. It isn't logical to rest when everyone's perfectly healthy and ready to go, just because a few characters are out of spells. Just be more careful and plan. That's fun. That's exciting. That's why I play D&D instead of other games where it's not an issue. </p><p></p><p>It isn't poor design, it's a deliberate conflict of priorities and it's a wonderful thing in an RPG. Which is also why I favor classes using different an unique mechanics. I'm all for an AEDU designed class to adventure alongside a daily recharging caster and an swing the sword endless fighter. As long as the conflict of priorities exist to create tension within the story, I'm good with it. Balancing is the issue across classes but not using a single fixed mechanic that affects all classes.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6093138, member: 27570"] I'm not a fan of any of these approaches because they're not traditionally the way D&D has handled it. These are only solutions if you think there is a need for balance at all, which I do not. I'm not looking for a fixed "recharge" schedule that's not directly tied to ingame time, whether or not ingame time has any other effect. I don't use XP in my games, haven't for decades. It's a poor way to measure progress in a game. The tension created between continue or rest I find enjoyable in games. Do we rest because the Wiz is out of spells? Do we rest because the Cleric can't heal anymore today and the fighter is down HP? Do we rest because half the party is out of resources? These conflicts add to the dynamics of the game and make the game interesting for me. If everyone is on the same schedule it becomes boring. I want discussion and planning at the table. I want resource management to matter and I want it to matter to players in different ways reflected by classes and how players play those classes. Some people have a problem with it and resolve the issue with a 15 minute adventuring day. Those players/groups are a different type of player than myself, who has never experienced the 15 minutes adventuring day. It isn't logical to rest when everyone's perfectly healthy and ready to go, just because a few characters are out of spells. Just be more careful and plan. That's fun. That's exciting. That's why I play D&D instead of other games where it's not an issue. It isn't poor design, it's a deliberate conflict of priorities and it's a wonderful thing in an RPG. Which is also why I favor classes using different an unique mechanics. I'm all for an AEDU designed class to adventure alongside a daily recharging caster and an swing the sword endless fighter. As long as the conflict of priorities exist to create tension within the story, I'm good with it. Balancing is the issue across classes but not using a single fixed mechanic that affects all classes. [/QUOTE]
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