So are things that are not classes -- templates, packages and so on -- in which category I would put the so-called "classes" of WotC's 3e.Dannyalcatraz said:Why have them? In short, classes are useful for helping define a PC.
So are things that are not classes -- templates, packages and so on -- in which category I would put the so-called "classes" of WotC's 3e.Dannyalcatraz said:Why have them? In short, classes are useful for helping define a PC.
Here is the catch with the 15-minute workday. It is a minor flaw, which a DM can easily fix through environmental changes. The problem (the rest) is only there when it's not stopped (you say granted). But the flaw is in the game-mechanics. If the DM does not fix this constantly, every game and while designing every dungeon, it's gonna be there.
Hmm, this got me thinking...Daily Powers instead become Awesome Powers. To use an awesome power you have to spend an action point. You get 1 action point at the start of the first encounter between extended rests, 2 at the start of the 2nd, 3 at the 3rd, and so on. You can't use the same 'awesome power' more than once in the same encounter.
I think we probably draw the bar at what is a 'flaw' in game mechanics at different places - I think that a trick combination which allows someone to do 10000 damage is a flaw, but a whole lot of other stuff (including the nature of the issue under discussion) isn't a flaw in a game system but just a reflection of the flexibility of the system.
From 3e onwards there has been an increasing desire to 'balance' stuff, but I wonder whether it is chasing after hobgoblins (in the literary sense!) as more and more rules and more and more special cases get introduced which in turn introduce new corner cases... and the illusion of a system as perfectly balanced as, say, chess (or perhaps Magic the Gathering?) becomes the standard to be desired in itself.
Apparently, it's that many people don't like having that option as such an appealing one.Kamikaze Midget said:I'm still having some difficulty wrapping my mind around what, exactly, the problem with the "15 minute adventuring day" is.
Ariosto said:Apparently, it's that many people don't like having that option as such an appealing one.
In changing the rules that facilitate it, the OP seemed to want to reduce decline in powers, while some others want to increase incentives to press on despite declining powers.
If that is relevant to the matter at hand -- suggested "game design" to change the situation -- then I am sure that someone will point out how.Kamikaze Midget said:Right, but why not?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.