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7 Years of D&D Stories? And a "Big Reveal" Coming?
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<blockquote data-quote="Tony Vargas" data-source="post: 7665456" data-attributes="member: 996"><p>The short rest is an aspect of the game that models stamina, yes. And, battlemaster dice are recharged by it. By the same token, of course, encounter and daily exploits also connected back to rests. So, here we have another one of those little inconsistencies that Hussar observed. However, the explanation is not hard to find. Rather than dig deeper into the details and tallying similarities and differences (CS dice are layered on top of normal melee attacks, encounter powers are each unique, there are 18 of maneuvers vs 100s of powers, only being able to use the same trick once in an encounter is DS, etc, etc, etc), look at the bigger picture: </p><p></p><p>AEDU put all classes on one time-table, with comparable mixes of resources, which helped balance them against eachother, even when pacing was varied, and helped balance party vs encounters, for a given pacing. </p><p></p><p>CS dice put the Battlemaster on his own, unique, resource-recovery timetable, with it's own, unique, resource mix. That makes each class distinct on both a mechanical level, and in how they play when the pacing of the campaign is varied. Doing that must have some benefit - beyond wrecking class and encounter balance, even if you do find that a benefit, as well, that is - at minimum, it can be seen as giving class differentiation some 'teeth.' And, it does change the 'big picture' of the game's mechanics, making it less orderly, less prone to analysis - and such obfuscation could be said to check the impulse to optimize or metagame, or even to enhance 'immersion' ( tangled mass of strings is less obviously pulling everything than a neat, orderly system of strings).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7665456, member: 996"] The short rest is an aspect of the game that models stamina, yes. And, battlemaster dice are recharged by it. By the same token, of course, encounter and daily exploits also connected back to rests. So, here we have another one of those little inconsistencies that Hussar observed. However, the explanation is not hard to find. Rather than dig deeper into the details and tallying similarities and differences (CS dice are layered on top of normal melee attacks, encounter powers are each unique, there are 18 of maneuvers vs 100s of powers, only being able to use the same trick once in an encounter is DS, etc, etc, etc), look at the bigger picture: AEDU put all classes on one time-table, with comparable mixes of resources, which helped balance them against eachother, even when pacing was varied, and helped balance party vs encounters, for a given pacing. CS dice put the Battlemaster on his own, unique, resource-recovery timetable, with it's own, unique, resource mix. That makes each class distinct on both a mechanical level, and in how they play when the pacing of the campaign is varied. Doing that must have some benefit - beyond wrecking class and encounter balance, even if you do find that a benefit, as well, that is - at minimum, it can be seen as giving class differentiation some 'teeth.' And, it does change the 'big picture' of the game's mechanics, making it less orderly, less prone to analysis - and such obfuscation could be said to check the impulse to optimize or metagame, or even to enhance 'immersion' ( tangled mass of strings is less obviously pulling everything than a neat, orderly system of strings). [/QUOTE]
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7 Years of D&D Stories? And a "Big Reveal" Coming?
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