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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="Bacon Bits" data-source="post: 8650565" data-attributes="member: 6777737"><p>The 5MWD makes encounter design push class design off the rails.</p><p></p><p>If the Wizard and Paladin use 95% of their spells in one encounter, they're using <em>much</em> more resources than the Fighter or Warlock is even capable of. That means the people playing the Fighter and Warlock feel like they're totally unnecessary. It means the DM can design a super deadly encounter that challenges the Wizard and Paladin but completely bowls the Fighter and Warlock over, or they can make encounters that are supposed to consume the amount of resources that the designers expect an encounter to consume.</p><p></p><p>If the PCs can reliably rest -- and it should be pretty clear from the spells in the PHB that the game designers do want the PCs to be able to reliably rest when they choose to -- then the only drawback to playing like this is whatever consequences the DM can imagine. Because the mechanics <em>reward</em> the players when they do this. The game <em>rewards</em> the PCs for long resting after every encounter because it always returns them to maximum effectiveness. There is <em>no benefit</em> in the game's mechanics to continuing on to the next encounter instead of stopping to rest.</p><p></p><p>It's like the weapon reload button in a first person shooter. There's no reason <em>not </em>to do a tactical reload, so players just do it all the time. Or the save game button. There's no reason <em>not</em> to save scum in X-COM. There's no reason in most CRPGs <em>not </em>to rest after every encounter and save before every encounter.</p><p></p><p>You can add penalties, like lost ammo or limited saves or save points, or checkpoints, etc. But it's better to reward the players than punish them. So the game should probably invent ways to reward the players for playing correctly rather than constantly punishing them for whatever exploit they imagine.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8650565, member: 6777737"] The 5MWD makes encounter design push class design off the rails. If the Wizard and Paladin use 95% of their spells in one encounter, they're using [I]much[/I] more resources than the Fighter or Warlock is even capable of. That means the people playing the Fighter and Warlock feel like they're totally unnecessary. It means the DM can design a super deadly encounter that challenges the Wizard and Paladin but completely bowls the Fighter and Warlock over, or they can make encounters that are supposed to consume the amount of resources that the designers expect an encounter to consume. If the PCs can reliably rest -- and it should be pretty clear from the spells in the PHB that the game designers do want the PCs to be able to reliably rest when they choose to -- then the only drawback to playing like this is whatever consequences the DM can imagine. Because the mechanics [I]reward[/I] the players when they do this. The game [I]rewards[/I] the PCs for long resting after every encounter because it always returns them to maximum effectiveness. There is [I]no benefit[/I] in the game's mechanics to continuing on to the next encounter instead of stopping to rest. It's like the weapon reload button in a first person shooter. There's no reason [I]not [/I]to do a tactical reload, so players just do it all the time. Or the save game button. There's no reason [I]not[/I] to save scum in X-COM. There's no reason in most CRPGs [I]not [/I]to rest after every encounter and save before every encounter. You can add penalties, like lost ammo or limited saves or save points, or checkpoints, etc. But it's better to reward the players than punish them. So the game should probably invent ways to reward the players for playing correctly rather than constantly punishing them for whatever exploit they imagine. [/QUOTE]
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