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General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="Steampunkette" data-source="post: 9774790" data-attributes="member: 6796468"><p>It's great that you've seen it as a matter of bad adventure design. But the ability to Nova/Alpha your most powerful abilities into the first fight of the day is still going to result in players doing that and then trying to find ways to get in that long rest so they can do it, again. And likely complain about cramped time-tables in 'well designed' adventures when they go in to fight the BBEG with all their big spells and abilities expended.</p><p></p><p>4e, notably, did -not- have the 5 minute adventuring day. Because of encounter powers and the like. Yeah, you'd still wind up with the occasional table that would blow their dailies on a swarm of goblins at level 12, but there's only so much you can really do about people making massive tactical mistakes.</p><p></p><p>Still. I'd recommend making a general rule that any ability that recovers on a long rest locks you out of using any other long-rest recovered abilities until the end of the encounter. So you get your one daily, your two encounters, and then at-wills after that.</p><p></p><p>Though you know what would be fun to keep people from feeling utterly useless when they miss with their one shot on their turn? Extra Action at level 5.</p><p></p><p>So at level 5 you can attack twice, cast a cantrip twice (cantrips dealing 1 die of damage without scaling functionality), or attack and cast a cantrip on your turn. Look! Now you can Gish really easily. Who needs an Eldritch Knight at level 7?</p><p></p><p>Could also make things like "Grapple" or "Disarm" into actions for ease of play.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9774790, member: 6796468"] It's great that you've seen it as a matter of bad adventure design. But the ability to Nova/Alpha your most powerful abilities into the first fight of the day is still going to result in players doing that and then trying to find ways to get in that long rest so they can do it, again. And likely complain about cramped time-tables in 'well designed' adventures when they go in to fight the BBEG with all their big spells and abilities expended. 4e, notably, did -not- have the 5 minute adventuring day. Because of encounter powers and the like. Yeah, you'd still wind up with the occasional table that would blow their dailies on a swarm of goblins at level 12, but there's only so much you can really do about people making massive tactical mistakes. Still. I'd recommend making a general rule that any ability that recovers on a long rest locks you out of using any other long-rest recovered abilities until the end of the encounter. So you get your one daily, your two encounters, and then at-wills after that. Though you know what would be fun to keep people from feeling utterly useless when they miss with their one shot on their turn? Extra Action at level 5. So at level 5 you can attack twice, cast a cantrip twice (cantrips dealing 1 die of damage without scaling functionality), or attack and cast a cantrip on your turn. Look! Now you can Gish really easily. Who needs an Eldritch Knight at level 7? Could also make things like "Grapple" or "Disarm" into actions for ease of play. [/QUOTE]
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5e System Redesign through New Classes and Setting. A Thought Experiment.
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