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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: 9776159" data-attributes="member: 6796468"><p>I actually really like this thought, and think it could really help differentiate the classes if their encounter abilities are in different numbers and power.</p><p></p><p>Like a fighter getting four exertion/ki/etc per fight, with a recharge of 5. On every fifth round you get one back. So a fighter could use an encounter power every round for 5 rounds, then have to wait 'til round 10 to do it again. The Fighter's encounter powers would, obviously, be individually weaker than a Sorcerer, who only gets 2 encounter powers before waiting 3 rounds to recover one on round 5... but the sorcerer's are more immediately impactful.</p><p></p><p>That would kind of mimic an exhaustion mechanic without creating a Death Spiral, since it would only kick in on long encounters if the goal of an encounter is 3 rounds.</p><p></p><p>And then -very- long encounters which go out to 10 rounds would result in the character exhausting themself in the first few rounds, pulling out one big trick on round 5... and then finishing the fight with encounter powers on round 10 for a nice dramatic finish. Or, y'know, they could pace themselves to maintain a fairly strong overall pace by interspersing encounters and at-wills from the start.</p><p></p><p>Definitely provides some tactical considerations and gives a coherent in-narrative structure for encounter powers: You have only so much power at once and it takes a moment to recover. (Technically 25 seconds to recover enough to do one more 'big thing')</p><p></p><p>What do you think? Decent "Winded" mechanic to give sim players a narrative?</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9776159, member: 6796468"] I actually really like this thought, and think it could really help differentiate the classes if their encounter abilities are in different numbers and power. Like a fighter getting four exertion/ki/etc per fight, with a recharge of 5. On every fifth round you get one back. So a fighter could use an encounter power every round for 5 rounds, then have to wait 'til round 10 to do it again. The Fighter's encounter powers would, obviously, be individually weaker than a Sorcerer, who only gets 2 encounter powers before waiting 3 rounds to recover one on round 5... but the sorcerer's are more immediately impactful. That would kind of mimic an exhaustion mechanic without creating a Death Spiral, since it would only kick in on long encounters if the goal of an encounter is 3 rounds. And then -very- long encounters which go out to 10 rounds would result in the character exhausting themself in the first few rounds, pulling out one big trick on round 5... and then finishing the fight with encounter powers on round 10 for a nice dramatic finish. Or, y'know, they could pace themselves to maintain a fairly strong overall pace by interspersing encounters and at-wills from the start. Definitely provides some tactical considerations and gives a coherent in-narrative structure for encounter powers: You have only so much power at once and it takes a moment to recover. (Technically 25 seconds to recover enough to do one more 'big thing') What do you think? Decent "Winded" mechanic to give sim players a narrative? [/QUOTE]
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5e System Redesign through New Classes and Setting. A Thought Experiment.
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