Ancalagon
Dusty Dragon
Hello
tl,dr: I am looking for an alternative method to "x times per day/rest" to balance powers, I think I found one but I need help to fine tune it
In D&D (and many other gaming system), powers are often at will (a sword swing, an cantrip) or "per day" (you have 3 level 1 and 2 level 2 spellslots, renewable daily). 4e and 5e also have more "intermediate" powers (encounter powers, powers renewable after a short rest) but they are all "per time" powers. And this is fine. It makes a lot of sense (you can only cast so many spells before your mind gets tired, your god only is willing to give you a bit of power at a time, etc etc) and it is also a very good way to balance powers and manage them. It's such a great mechanism that it seems almost universal.
But... but... some days I wonder if an alternative wouldn't be nice. I'm thinking of powers that are centered around the use of "consumable objects". An example would be a grenadier (some kind of modern/sci fi class concept). If the grenadier has one grenade, she can use one grenade. Buuut if she happens to find a case of grenades... then she can use dozens of them. Of course, a high level grenadier can probably use those grenades "better" somehow, but the "X per time" concept doesn't really make sense - the number of grenade that the grenadier can use should be dependent on the number of grenades she has at hand.
An alchemist is the same. If all he has with him is a handful of flashpowder, well... that's all he has. If he also has 3 acid projectors, a potion of healing and a salve of invisibility, then he can do more. A higher level alchemist would be ample to create more powerful concoctions , of course... but the number he can use is dependent on on how many he has available to him .
This makes a lot of sense..... buuuuuut it's really hard to balance. If the consumable-using class has too many at hand, they can "nova" like crazy... but if they don't have enough (or spend them all in one go) then their are seriously limited. The grenadier without her grenade is probably a second rate fighter, and the alchemist without any concoctions prepared is a third-rate mage, at best.
I've been thinking about this for a long time - in fact I created a thread but the great database crash deleted it. So I'm trying again!
A few false leads, briefly, and why. One, encumbrance could be used - grenades and alchemical fire vials are heavy. True enough... but then the balancing "lever" can be circumvented by a bag of holding, a mule or a luggage-droid. Another is cost. But this is fraught with difficulties for the GM. Suddenly the amount of money available is directly related to the power a character has, and that puts all sorts of constrain on the GM. And what if other players donate some of their cash to the alchemist/grenadier/consumable class PC?
The best idea I've found so far - and this is what I need help with - is a "special ingredient(s)/resource(s)". This resource is/are rare and difficult to come by - even if the alchemist has 50 000 gp, if there are only 7 doses available... that's all he can get. Of course, as the character increases in level his capacity to access this special resource(s) increases.
A very clever system I saw was in a little booklet published in 1991 called "Lore of the Crypt Book IV: New Rules, Races, and Classes". In this system, there were 4 "activators" - special ingredients that the alchemist could use to power his concoctions, the source of the magical energy (there were other ingredients but they were just "flavor", the important part was the activators). The simplest was just incantations - but that resulted in alchemical spells that were much weaker than what a wizard could do, ie the alchemist was a 3rd rate wizard. But the other 3 activators were rare ingredients of increasing rarity and power. (These rare activators were all magical herbs - bloodroot, mandrake, and nightshade - but really they could be whatever the GM wanted them to be... gems? dragon blood?)
So the GM didn't have to limit access to money to "rein in" the alchemist, rather limit supply of these rare activators - the magic sauce. The presence of the cheapest activator (incantation) insured that the alchemist always had access to some kind of magic, and the relative rarity of the activators limited how many more potent "spells" the alchemist could have ready.
Unfortunately, the little book never gave any indication on how rare or common these activators should be, ie providing very little guidance on how to balance this beyond vague "at this level, the alchemist should know where to get activator X" recommendations. I've never managed to find a solution. Should a level 5 alchemist find 3 activators per adventure? 20 per level? No idea.
Insight on how to balance this would be very appreciated. (especially so if it's not just another version of "X per time unit"!
)
tl,dr: I am looking for an alternative method to "x times per day/rest" to balance powers, I think I found one but I need help to fine tune it
In D&D (and many other gaming system), powers are often at will (a sword swing, an cantrip) or "per day" (you have 3 level 1 and 2 level 2 spellslots, renewable daily). 4e and 5e also have more "intermediate" powers (encounter powers, powers renewable after a short rest) but they are all "per time" powers. And this is fine. It makes a lot of sense (you can only cast so many spells before your mind gets tired, your god only is willing to give you a bit of power at a time, etc etc) and it is also a very good way to balance powers and manage them. It's such a great mechanism that it seems almost universal.
But... but... some days I wonder if an alternative wouldn't be nice. I'm thinking of powers that are centered around the use of "consumable objects". An example would be a grenadier (some kind of modern/sci fi class concept). If the grenadier has one grenade, she can use one grenade. Buuut if she happens to find a case of grenades... then she can use dozens of them. Of course, a high level grenadier can probably use those grenades "better" somehow, but the "X per time" concept doesn't really make sense - the number of grenade that the grenadier can use should be dependent on the number of grenades she has at hand.
An alchemist is the same. If all he has with him is a handful of flashpowder, well... that's all he has. If he also has 3 acid projectors, a potion of healing and a salve of invisibility, then he can do more. A higher level alchemist would be ample to create more powerful concoctions , of course... but the number he can use is dependent on on how many he has available to him .
This makes a lot of sense..... buuuuuut it's really hard to balance. If the consumable-using class has too many at hand, they can "nova" like crazy... but if they don't have enough (or spend them all in one go) then their are seriously limited. The grenadier without her grenade is probably a second rate fighter, and the alchemist without any concoctions prepared is a third-rate mage, at best.
I've been thinking about this for a long time - in fact I created a thread but the great database crash deleted it. So I'm trying again!
A few false leads, briefly, and why. One, encumbrance could be used - grenades and alchemical fire vials are heavy. True enough... but then the balancing "lever" can be circumvented by a bag of holding, a mule or a luggage-droid. Another is cost. But this is fraught with difficulties for the GM. Suddenly the amount of money available is directly related to the power a character has, and that puts all sorts of constrain on the GM. And what if other players donate some of their cash to the alchemist/grenadier/consumable class PC?
The best idea I've found so far - and this is what I need help with - is a "special ingredient(s)/resource(s)". This resource is/are rare and difficult to come by - even if the alchemist has 50 000 gp, if there are only 7 doses available... that's all he can get. Of course, as the character increases in level his capacity to access this special resource(s) increases.
A very clever system I saw was in a little booklet published in 1991 called "Lore of the Crypt Book IV: New Rules, Races, and Classes". In this system, there were 4 "activators" - special ingredients that the alchemist could use to power his concoctions, the source of the magical energy (there were other ingredients but they were just "flavor", the important part was the activators). The simplest was just incantations - but that resulted in alchemical spells that were much weaker than what a wizard could do, ie the alchemist was a 3rd rate wizard. But the other 3 activators were rare ingredients of increasing rarity and power. (These rare activators were all magical herbs - bloodroot, mandrake, and nightshade - but really they could be whatever the GM wanted them to be... gems? dragon blood?)
So the GM didn't have to limit access to money to "rein in" the alchemist, rather limit supply of these rare activators - the magic sauce. The presence of the cheapest activator (incantation) insured that the alchemist always had access to some kind of magic, and the relative rarity of the activators limited how many more potent "spells" the alchemist could have ready.
Unfortunately, the little book never gave any indication on how rare or common these activators should be, ie providing very little guidance on how to balance this beyond vague "at this level, the alchemist should know where to get activator X" recommendations. I've never managed to find a solution. Should a level 5 alchemist find 3 activators per adventure? 20 per level? No idea.
Insight on how to balance this would be very appreciated. (especially so if it's not just another version of "X per time unit"!
