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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="UngeheuerLich" data-source="post: 8650428" data-attributes="member: 59057"><p>This is why I said, it felt boring.</p><p>For me it broke down, because I stopped looking at the story and DnD became just a game where in any combat situation I asked myself when to use which power, when to use which quick action and when which reaction ability. It did not help that powers had only fluffy names with no actual meaning and restrictions that were just there for balance reasons... (like different kinds of two weapon attacks where you have to split them up or focus on one target)... but I am derailing...</p><p></p><p>my maint point is: if you want to implement a ADE system, you should try to avoid 1/anything abilities. Instead prof bonus per day (or encounter) per ability or a shared pool for abilities that that recharges after a short breather (like warlock spells or battlemaster dice).</p><p>Then don't use thounsands of abilities that differ from each other in unmeaningful ways but instead have something like a spell list for maneuvers and you end up with a system that takes the best of both worlds.</p><p>You can draw from your different ressources and never feel like if you use the wrong one, you won't have it afterwards anymore.</p><p></p><p>In my ideal 6e, it would work like that. Every class would get a per short rest ressource. Fighters get battlemaster dice and a few prof bonus per day abilities (second wind for example) , bards get inspiration. Wizards would get a few signature spells. Sorcerery points would recharge on a short rest. Monks would get less ki points but also abilities that are per day.</p><p></p><p>Edit: i regret not having it tried out in 4e to combine AEDU abilities in X uses of A, E and U per day/encounter.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8650428, member: 59057"] This is why I said, it felt boring. For me it broke down, because I stopped looking at the story and DnD became just a game where in any combat situation I asked myself when to use which power, when to use which quick action and when which reaction ability. It did not help that powers had only fluffy names with no actual meaning and restrictions that were just there for balance reasons... (like different kinds of two weapon attacks where you have to split them up or focus on one target)... but I am derailing... my maint point is: if you want to implement a ADE system, you should try to avoid 1/anything abilities. Instead prof bonus per day (or encounter) per ability or a shared pool for abilities that that recharges after a short breather (like warlock spells or battlemaster dice). Then don't use thounsands of abilities that differ from each other in unmeaningful ways but instead have something like a spell list for maneuvers and you end up with a system that takes the best of both worlds. You can draw from your different ressources and never feel like if you use the wrong one, you won't have it afterwards anymore. In my ideal 6e, it would work like that. Every class would get a per short rest ressource. Fighters get battlemaster dice and a few prof bonus per day abilities (second wind for example) , bards get inspiration. Wizards would get a few signature spells. Sorcerery points would recharge on a short rest. Monks would get less ki points but also abilities that are per day. Edit: i regret not having it tried out in 4e to combine AEDU abilities in X uses of A, E and U per day/encounter. [/QUOTE]
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Are Per Rest Resources a Hindrance?
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