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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="Reynard" data-source="post: 8650374" data-attributes="member: 467"><p>I feel like the real problem is (and always has been) a disconnect between what the mechanics support versus what the participants want. Specifically, the mechanics were built around dungeon delving and still hang on the initial design to that end, while most people do something other than that in play. The game of conserving your resources in order to see how far you can push for more, better rewards is pretty much gone, and yet the foundational mechanics designed for that behavior remains.</p><p></p><p>Now, this has been true since no later than 1974. I think there have always been players interested in epic quests or other kinds of "stories" than just dungeon delves, and they have always had to put up with D&D's inherent limitations in play outside of dungeon delving. It is why other fantasy RPGs exist -- or, at least, one of the reasons. As a GM, I find the arrangement of resource management in character abilities frustrating when it comes to things like overland travel: without manipulating rest availability (see LevelUp's havens) you are looking at nova's for any given encounter on the road.</p><p></p><p>The more I examine it, the less I want to use D&D for anything that isn't a gritty survival game where every fight is potential death and the goal is push just a little farther for a little more reward. Having 6-8 encounters per day doesn't make any sense when you are on a quest to save the realm or engaging in throne room politics or trying to expose the corruption that has seeped into the temple hierarchy.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8650374, member: 467"] I feel like the real problem is (and always has been) a disconnect between what the mechanics support versus what the participants want. Specifically, the mechanics were built around dungeon delving and still hang on the initial design to that end, while most people do something other than that in play. The game of conserving your resources in order to see how far you can push for more, better rewards is pretty much gone, and yet the foundational mechanics designed for that behavior remains. Now, this has been true since no later than 1974. I think there have always been players interested in epic quests or other kinds of "stories" than just dungeon delves, and they have always had to put up with D&D's inherent limitations in play outside of dungeon delving. It is why other fantasy RPGs exist -- or, at least, one of the reasons. As a GM, I find the arrangement of resource management in character abilities frustrating when it comes to things like overland travel: without manipulating rest availability (see LevelUp's havens) you are looking at nova's for any given encounter on the road. The more I examine it, the less I want to use D&D for anything that isn't a gritty survival game where every fight is potential death and the goal is push just a little farther for a little more reward. Having 6-8 encounters per day doesn't make any sense when you are on a quest to save the realm or engaging in throne room politics or trying to expose the corruption that has seeped into the temple hierarchy. [/QUOTE]
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Are Per Rest Resources a Hindrance?
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