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Balancing "consumable" powers vs "per time" powers (Alchemists, Grenadiers etc) - the search for an alternative
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7324537" data-attributes="member: 6802951"><p>As others have pointed out, the main issue is rationing use of capabilities.</p><p></p><p>(I'm going to use the grenade example, but this holds for any consumable.)</p><p>In order to actually be worth keeping track of, a consumable has to have an effect more powerful than a cantrip/attack action. Whether it only has the power of a superiority dice, or a 3rd level spell slot is immaterial to the discussion on the renewing mechanic. (Although very important to the actual numbers/time/resources to balance the class.)</p><p>Different games have very different amounts of money, or downtime given to the characters, so a mechanic that is based on those wouldn't work outside a very narrow section of games.</p><p>Furthermore, these items should decay, or have a maximum number available at any one time, to prevent stockpiling amounts greater than those that the class is balanced around having available.</p><p></p><p>'Nova' capability is an important factor in character balance. The ability to be able to dump resources into improved performance when you really need it is very powerful. For example the Paladin's ability to blow all of their spell slots in a few rounds of combat when facing off against the BBEG is relatively inefficient on a "damage over the daily 25 combat rounds" basis. However it is amazing on the 'need to make that dead right now!' basis.</p><p></p><p>A class based on consumables would have an issue with excessive nova capability. Most classes are limited to their daily (long rest and/or couple of short rest) capabilities in terms of stockpiling/using nova capabilities. However the consumable-based class that you seem to be working on wouldn't have daily/rest limited capabilities. Thus they could blow their entire stock on the first encounter and be ineffective for the rest of the campaign, or save their resources to the end and completely obliterate a final villain that was supposed to be a strenuous and climactic encounter.</p><p>Some method of 'throttling' is necessary.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7324537, member: 6802951"] As others have pointed out, the main issue is rationing use of capabilities. (I'm going to use the grenade example, but this holds for any consumable.) In order to actually be worth keeping track of, a consumable has to have an effect more powerful than a cantrip/attack action. Whether it only has the power of a superiority dice, or a 3rd level spell slot is immaterial to the discussion on the renewing mechanic. (Although very important to the actual numbers/time/resources to balance the class.) Different games have very different amounts of money, or downtime given to the characters, so a mechanic that is based on those wouldn't work outside a very narrow section of games. Furthermore, these items should decay, or have a maximum number available at any one time, to prevent stockpiling amounts greater than those that the class is balanced around having available. 'Nova' capability is an important factor in character balance. The ability to be able to dump resources into improved performance when you really need it is very powerful. For example the Paladin's ability to blow all of their spell slots in a few rounds of combat when facing off against the BBEG is relatively inefficient on a "damage over the daily 25 combat rounds" basis. However it is amazing on the 'need to make that dead right now!' basis. A class based on consumables would have an issue with excessive nova capability. Most classes are limited to their daily (long rest and/or couple of short rest) capabilities in terms of stockpiling/using nova capabilities. However the consumable-based class that you seem to be working on wouldn't have daily/rest limited capabilities. Thus they could blow their entire stock on the first encounter and be ineffective for the rest of the campaign, or save their resources to the end and completely obliterate a final villain that was supposed to be a strenuous and climactic encounter. Some method of 'throttling' is necessary. [/QUOTE]
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