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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Crazy Jerome" data-source="post: 5876737" data-attributes="member: 54877"><p>I'll repeat myself from a thread several weeks ago to state that I think the way out of this is to adapt something like the Burning Wheel resource cycle to D&D. It wouldn't be an exact match, not only because of mechanics, but because of the things you include/exclude in the cycle. But basically, BW ties several otherwise unrelated things (practice times, spell research, extended travel, gaining of relativley permanent wealth, social and station expenses, etc.) to a single cycle. The group can agree to set the frequency of the cycle however they want, but to play within the rules, all of that stuff moves together. </p><p> </p><p>Time should matter or it shouldn't or somewhere in between. To the degree it matters, it should actually matter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I agree with you that illusionism in mechanics is next to useless. You might as well have a flavor blurb in a sidebar, if that's all the mechanical support you need. Meanwhile, those of us who occasionally like some mechanical support for a slower pace of play are left with something that has to be rewritten. I'd rather start from nothing than lousy, as at least "nothing" is not embedded into the existing system.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5876737, member: 54877"] I'll repeat myself from a thread several weeks ago to state that I think the way out of this is to adapt something like the Burning Wheel resource cycle to D&D. It wouldn't be an exact match, not only because of mechanics, but because of the things you include/exclude in the cycle. But basically, BW ties several otherwise unrelated things (practice times, spell research, extended travel, gaining of relativley permanent wealth, social and station expenses, etc.) to a single cycle. The group can agree to set the frequency of the cycle however they want, but to play within the rules, all of that stuff moves together. Time should matter or it shouldn't or somewhere in between. To the degree it matters, it should actually matter. :) I agree with you that illusionism in mechanics is next to useless. You might as well have a flavor blurb in a sidebar, if that's all the mechanical support you need. Meanwhile, those of us who occasionally like some mechanical support for a slower pace of play are left with something that has to be rewritten. I'd rather start from nothing than lousy, as at least "nothing" is not embedded into the existing system. [/QUOTE]
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April 3rd, Rule of 3
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