Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
[4e] Exertion points rather than at-will/ecounter/daily managment?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Amaroq" data-source="post: 5138644" data-attributes="member: 15470"><p>On a similar topic, but with less modification, I'd been wondering about the idea of letting players pick <strong>two</strong> powers at each level, much like a Wizard's spellbook.</p><p></p><p>The idea, then, is that, when you use <strong>a</strong> Level 5 Daily power, you've used them both ... but now you're more likely to pick two that fill very different roles.</p><p></p><p>I mean, as a fighter, I might want one L5 Daily which is great for dancing my way through a bunch of minions, and a second L5 Daily which is great for going to town on a solo ... rather than feeling like I have a single choice that I'm "locked into" for the duration of the character. </p><p></p><p>Not sure how well that'll wind up playing - but the thought was originally prompted by the same "the system feels gamey" feeling that you describe; it gets a little boring when you trot out the same old Level 3 encounter power you've had for nine levels now, and done in say, eight battles per level, and you do it for the 75th time. No matter how cool that power <strong>was</strong>, it gets a little old by the end of its life.</p><p></p><p>On the other hand, I've always thought that "system" was less important than "players" for encouraging role-playing:</p><p></p><p>If you have a DM who creates encounters with multiple ways past, such as:</p><p> - Kill them all</p><p> - Fight them, but use the defenders to shield them while the others go by</p><p> - Go around them</p><p> - Bribe them</p><p> - Intimidate them</p><p> - Lie to them</p><p> - Sneak past them</p><p> - Trick them into going somewhere else, then rush past them</p><p></p><p>Then you're going to get a lot of good role-play.</p><p></p><p>For example, in my current dungeon, I have a revenant paladin who is "guarding" the lich, because anybody who dies fighting the lich makes the lich stronger. I had her very much written in an anime-style, "you must kill me to prove you are worthy of fighting the lich", with a tone of "and if you can beat the lich, thank the gods, because I'll finally be able to rest". </p><p></p><p>My players refused to fight her, and after negotiating with her, have informed me that they're determined to convince her to do something useful to help them against the lich. </p><p></p><p>If I force them to fight her, it really doesn't matter what the mechanics of the system are - they're going to see the system as "mechanical" and the world as "static".</p><p></p><p>If I give them a chance to talk her out of her personal quest, they're going to see the system as "fun" and the world as "sandbox" ... especially if her choice in the matter has some knock-on effects later on.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5138644, member: 15470"] On a similar topic, but with less modification, I'd been wondering about the idea of letting players pick [b]two[/b] powers at each level, much like a Wizard's spellbook. The idea, then, is that, when you use [b]a[/b] Level 5 Daily power, you've used them both ... but now you're more likely to pick two that fill very different roles. I mean, as a fighter, I might want one L5 Daily which is great for dancing my way through a bunch of minions, and a second L5 Daily which is great for going to town on a solo ... rather than feeling like I have a single choice that I'm "locked into" for the duration of the character. Not sure how well that'll wind up playing - but the thought was originally prompted by the same "the system feels gamey" feeling that you describe; it gets a little boring when you trot out the same old Level 3 encounter power you've had for nine levels now, and done in say, eight battles per level, and you do it for the 75th time. No matter how cool that power [b]was[/b], it gets a little old by the end of its life. On the other hand, I've always thought that "system" was less important than "players" for encouraging role-playing: If you have a DM who creates encounters with multiple ways past, such as: - Kill them all - Fight them, but use the defenders to shield them while the others go by - Go around them - Bribe them - Intimidate them - Lie to them - Sneak past them - Trick them into going somewhere else, then rush past them Then you're going to get a lot of good role-play. For example, in my current dungeon, I have a revenant paladin who is "guarding" the lich, because anybody who dies fighting the lich makes the lich stronger. I had her very much written in an anime-style, "you must kill me to prove you are worthy of fighting the lich", with a tone of "and if you can beat the lich, thank the gods, because I'll finally be able to rest". My players refused to fight her, and after negotiating with her, have informed me that they're determined to convince her to do something useful to help them against the lich. If I force them to fight her, it really doesn't matter what the mechanics of the system are - they're going to see the system as "mechanical" and the world as "static". If I give them a chance to talk her out of her personal quest, they're going to see the system as "fun" and the world as "sandbox" ... especially if her choice in the matter has some knock-on effects later on. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
[4e] Exertion points rather than at-will/ecounter/daily managment?
Top