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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="FrogReaver" data-source="post: 9778037" data-attributes="member: 6795602"><p>Those ratios mostly look better IMO. I don't know what the exact sweet spot should be but my gut says that's probably okay.</p><p></p><p></p><p>I was assuming you would set the x in damage to whatever made sense. I'm not sure if your damage is DPR or before accuracy adjusted here.</p><p></p><p></p><p>I'd have to work through the precise numbers here based on your X for damage, but sounds reasonable enough.</p><p></p><p>I would note that 'output' to me entails more than just damage output, it was a catch all around healing/control/damage/etc.</p><p></p><p></p><p>Based on the number spreads you are getting I have concerns about any encounter building guidelines working for such large variance in parties. In such a tightly tuned system, if the DM cannot adequately set the appropriate encounter difficulty then you run serious risks of bad things happening to the PCs as they have very limited levers to pull to change the outcome of the encounter once it begins.</p><p></p><p>In normal 5e those levers are more more daily and short rest resources into such encounters. Allowing the players to significantly increase their output as needed to match threats.</p><p></p><p></p><p>I dunno. IMO, if the players start expecting the fights to be over quickly and they aren't because they lack resources then they will rest to get the resources so the fights match their expectations.</p><p></p><p>I mean having the lower ceiling and floor variance helps, but having some variance is required IMO, and as long as that's the case then we aren't systemically solving for 5MWD, we are just designing the game so psycologically the player hopefully doesn't engage in that kind of loop anymore and it's not quite as bad on gameplay if they do, but there's no guarantees here.</p><p></p><p></p><p>Given Paladin's predominate playstyles, I have no faith that people will generally not use their resources nearly as quickly as they can. Some will, but I cannot say that will be the general case.</p><p></p><p></p><p>That helps, but that covers 3 encounters, which ideally would be about the top end for an adventuring day in my book.</p><p></p><p></p><p>Sure. I like the more options than slots. Though that can always lead a bit to output creep. More often having the perfect tool for the job is an implicit output increase. We didn't take this into account, but it's basically caster optimization 101.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9778037, member: 6795602"] Those ratios mostly look better IMO. I don't know what the exact sweet spot should be but my gut says that's probably okay. I was assuming you would set the x in damage to whatever made sense. I'm not sure if your damage is DPR or before accuracy adjusted here. I'd have to work through the precise numbers here based on your X for damage, but sounds reasonable enough. I would note that 'output' to me entails more than just damage output, it was a catch all around healing/control/damage/etc. Based on the number spreads you are getting I have concerns about any encounter building guidelines working for such large variance in parties. In such a tightly tuned system, if the DM cannot adequately set the appropriate encounter difficulty then you run serious risks of bad things happening to the PCs as they have very limited levers to pull to change the outcome of the encounter once it begins. In normal 5e those levers are more more daily and short rest resources into such encounters. Allowing the players to significantly increase their output as needed to match threats. I dunno. IMO, if the players start expecting the fights to be over quickly and they aren't because they lack resources then they will rest to get the resources so the fights match their expectations. I mean having the lower ceiling and floor variance helps, but having some variance is required IMO, and as long as that's the case then we aren't systemically solving for 5MWD, we are just designing the game so psycologically the player hopefully doesn't engage in that kind of loop anymore and it's not quite as bad on gameplay if they do, but there's no guarantees here. Given Paladin's predominate playstyles, I have no faith that people will generally not use their resources nearly as quickly as they can. Some will, but I cannot say that will be the general case. That helps, but that covers 3 encounters, which ideally would be about the top end for an adventuring day in my book. Sure. I like the more options than slots. Though that can always lead a bit to output creep. More often having the perfect tool for the job is an implicit output increase. We didn't take this into account, but it's basically caster optimization 101. [/QUOTE]
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5e System Redesign through New Classes and Setting. A Thought Experiment.
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