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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="delericho" data-source="post: 8650481" data-attributes="member: 22424"><p>It's an issue that's been festering for a long time - in early editions it frequently felt that making those basic attacks was more or less all the Fighter did much of the time, which isn't great.</p><p></p><p>3e tried to fix that by having Trip, and Disarm, and Sunder, and other options. But that failed because Fighters ended up picking one, throwing every resource at that, and then using it to the exclusion of all else, which got old really fast.</p><p></p><p>4e tried to fix it with AEDU powers, which was a little better again. But, alas, the result all too often was a cycle of the same few options (E), followed by an encounter-ender (D).</p><p></p><p>For my money 5e's superiority dice is the best approach thus far.</p><p></p><p>Though as [USER=762]@Mort[/USER] says, much of the ultimate solution is actually to build more dynamic combat scenes, where "just attacking" isn't the optimal approach.</p><p></p><p>Edit to add: one other thing that could help is if the list of options that Fighters has itself varies as the situation adjusts. Perhaps they start with 3 reasonably basic options, but when they make their first kill they unlock a "demoralising blow" option. Or if they push an enemy to the edge of a barrier "over you go" unlocks, or things like that. Though that may be best handled by encounter building - add (and publicise!) some additional, and powerful, uses of Superiority dice depending on terrain?</p></blockquote><p></p>
[QUOTE="delericho, post: 8650481, member: 22424"] It's an issue that's been festering for a long time - in early editions it frequently felt that making those basic attacks was more or less all the Fighter did much of the time, which isn't great. 3e tried to fix that by having Trip, and Disarm, and Sunder, and other options. But that failed because Fighters ended up picking one, throwing every resource at that, and then using it to the exclusion of all else, which got old really fast. 4e tried to fix it with AEDU powers, which was a little better again. But, alas, the result all too often was a cycle of the same few options (E), followed by an encounter-ender (D). For my money 5e's superiority dice is the best approach thus far. Though as [USER=762]@Mort[/USER] says, much of the ultimate solution is actually to build more dynamic combat scenes, where "just attacking" isn't the optimal approach. Edit to add: one other thing that could help is if the list of options that Fighters has itself varies as the situation adjusts. Perhaps they start with 3 reasonably basic options, but when they make their first kill they unlock a "demoralising blow" option. Or if they push an enemy to the edge of a barrier "over you go" unlocks, or things like that. Though that may be best handled by encounter building - add (and publicise!) some additional, and powerful, uses of Superiority dice depending on terrain? [/QUOTE]
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Are Per Rest Resources a Hindrance?
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