Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Broken Magic Item: Infinite Healing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 1305560" data-attributes="member: 3051"><p>Attrition can be great if the players and DM have all planned for it, and if both sides have the same idea of how many encounters can be expected in a typical day. It can really really suck the rest of the time. I speak from experience here, of course; that second possibility ends up being far more common than the first, and it isn't alway the exciting sort of thing you describe.</p><p></p><p>If the players were only expecting two encounters per day and instead had four, the spellcasters will be a liability in those later two, with no resources and a lot of vulnerabilities. So, the DM either has to fudge the scenario, shifting the last encounters to after a rest period, or he has to accept the very real possibility of a TPK (which isn't fun for anyone, no matter how sadistic you are).</p><p>On the other hand, if the players were pacing themselves for four encounters and you only threw one Big Bad at them, the spellcasters won't feel like they have contributed very much. They'll have held back a good number of big spells solely on the possibility they'll need some for later.</p><p></p><p>It's not just a question of "did you screw over the party?". It's more about the relative balance of casters versus tanks. In a 1-fight-per-day type of adventuring (see also Scry-Buff-Teleport), casters dominate, but in a prolonged dungeon crawl with no safe rest, the tanks shine.</p><p></p><p>***HOUSE RULE ALERT***</p><p></p><p>The whole concept of attrition was one of the key behind my friends and I developing our own homebrew system loosely based on D&D. The spells were the same, but our three magic-using classes are all at least partially attritionless.</p><p>Mutant: (based on 4CTF's Hero class) gets spell-like abilities that can usually be used at will, plus a bunch of always-on abilities.</p><p>Channeler: Every spell cast deals damage, so if you try casting a bunch of high-level stuff at once, you'll probably die. Between encounters, you can heal yourself back up, so there's no limit on fights per day</p><p>Wizard: Sort of a cross between the 3E Cleric and Wizard, with a Focus, specialization, material components, and some limited spell-swapping ability. Still uses spell slots, but every level or two can pick a low-level spell from within his specialty that he can use almost at will, without spending slots, IF he still has his Focus in hand. Even a first-level Wizard can pick one cantrip, like Ray of Frost, to be used at will once the memorized stuff runs out. A 20th-level Wizard might have one 3rd-level spell, two or three 2nds, etc. that he can use at will, all within his specialty. Someone who can cast a Cure spell at will, or offensive abilities like Fireball, will never really be "useless". </p><p></p><p>Anyway, the point is, we went to a system where the attrition simply never happened, so as DM the exact timing of encounters stopped being so critical. There are still good reasons to want 8 hours of safe sleep, of course, but it's no longer so ratbastardly to attack the players in the middle of the night.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1305560, member: 3051"] Attrition can be great if the players and DM have all planned for it, and if both sides have the same idea of how many encounters can be expected in a typical day. It can really really suck the rest of the time. I speak from experience here, of course; that second possibility ends up being far more common than the first, and it isn't alway the exciting sort of thing you describe. If the players were only expecting two encounters per day and instead had four, the spellcasters will be a liability in those later two, with no resources and a lot of vulnerabilities. So, the DM either has to fudge the scenario, shifting the last encounters to after a rest period, or he has to accept the very real possibility of a TPK (which isn't fun for anyone, no matter how sadistic you are). On the other hand, if the players were pacing themselves for four encounters and you only threw one Big Bad at them, the spellcasters won't feel like they have contributed very much. They'll have held back a good number of big spells solely on the possibility they'll need some for later. It's not just a question of "did you screw over the party?". It's more about the relative balance of casters versus tanks. In a 1-fight-per-day type of adventuring (see also Scry-Buff-Teleport), casters dominate, but in a prolonged dungeon crawl with no safe rest, the tanks shine. ***HOUSE RULE ALERT*** The whole concept of attrition was one of the key behind my friends and I developing our own homebrew system loosely based on D&D. The spells were the same, but our three magic-using classes are all at least partially attritionless. Mutant: (based on 4CTF's Hero class) gets spell-like abilities that can usually be used at will, plus a bunch of always-on abilities. Channeler: Every spell cast deals damage, so if you try casting a bunch of high-level stuff at once, you'll probably die. Between encounters, you can heal yourself back up, so there's no limit on fights per day Wizard: Sort of a cross between the 3E Cleric and Wizard, with a Focus, specialization, material components, and some limited spell-swapping ability. Still uses spell slots, but every level or two can pick a low-level spell from within his specialty that he can use almost at will, without spending slots, IF he still has his Focus in hand. Even a first-level Wizard can pick one cantrip, like Ray of Frost, to be used at will once the memorized stuff runs out. A 20th-level Wizard might have one 3rd-level spell, two or three 2nds, etc. that he can use at will, all within his specialty. Someone who can cast a Cure spell at will, or offensive abilities like Fireball, will never really be "useless". Anyway, the point is, we went to a system where the attrition simply never happened, so as DM the exact timing of encounters stopped being so critical. There are still good reasons to want 8 hours of safe sleep, of course, but it's no longer so ratbastardly to attack the players in the middle of the night. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Broken Magic Item: Infinite Healing?
Top