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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 8650884" data-attributes="member: 31506"><p>I do get the "samey" complaints for encounter focused powers. We got into a pretty static rotation in 4E that fed into this. I would like some kind of mid-fight resource generation system ideally to shake things up. Gain momentum from landing attacks, dodging, provoking attacks of opportunity etc then expend them on a daring maneuver. Build up rage each time you're attacked or miss an attack. I really wish Mearls had brought some of that Iron Heroes design to D&D. Make resource generation somewhat unpredictable and you break the scripts.</p><p></p><p>Granted, that would require them acknowledging some people who play fighters want to be more engaged with the mechanics of the game rather than relegating the class to noob training wheels. They should have 4 simple classes (without subclasses) to allow for various tastes. Make the champion its own class with big bonuses/lots of attacks as its schtick, have some kind of elementalist for simpler caster, and some kind of healer/priest. The thief rogue is pretty good for a beginner class as is.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 8650884, member: 31506"] I do get the "samey" complaints for encounter focused powers. We got into a pretty static rotation in 4E that fed into this. I would like some kind of mid-fight resource generation system ideally to shake things up. Gain momentum from landing attacks, dodging, provoking attacks of opportunity etc then expend them on a daring maneuver. Build up rage each time you're attacked or miss an attack. I really wish Mearls had brought some of that Iron Heroes design to D&D. Make resource generation somewhat unpredictable and you break the scripts. Granted, that would require them acknowledging some people who play fighters want to be more engaged with the mechanics of the game rather than relegating the class to noob training wheels. They should have 4 simple classes (without subclasses) to allow for various tastes. Make the champion its own class with big bonuses/lots of attacks as its schtick, have some kind of elementalist for simpler caster, and some kind of healer/priest. The thief rogue is pretty good for a beginner class as is. [/QUOTE]
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Are Per Rest Resources a Hindrance?
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