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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 6278149" data-attributes="member: 710"><p>I tend to prefer (1), too. Each method has its advantages and flaws, and it's probably a thing you have to decide for yourself.</p><p></p><p>I know that I dislike (3) because it means I have no control over what really happens. I don't like that, I want to make meaningful decisions. </p><p>I know that I dislike (2) because it often means you're better off not pulling off stunts because they are not worth it, or you become so good that you repeat the same over and over because it's just that reliable and good. (Which can also break immersion, if my Fighter is making a trip attack every turn or whtaever, that doesn't feel right to me. But it doesn't just that, it foremost can be a balance issue and a problem of lessening the number of meaningful decisisons to make, since what is the inferior or superior option becomes clear very fast and often independent of the situation at hand.)</p><p></p><p></p><p>What I personally might prefer for (1) is to have a system where the "resource" is not purely abstract, at least give me a feel what it is - collecting mana, maneuvering, aiming, stuff like that, and still ensure that I can't do the same thing over and over again (like I collect 3 mana tokens, and then shoot fireball, I collect 3 mana tokens, and then shoot fireball) because that is the optimum way to do it. (It migth be "I collect 3 mana tokens, and then shoot fireball. Since now Fireball is recovering, I'd need more than 3 mana tokens to use it again, so I try to pick something else that will work now - Maybe I erect a force shield to defend myself for a while, or thunderwave to push the enemies away...)</p><p>And that all ideally that it's not too complicated to manage and if necessary can hide some of its complexity so you can make it easy to new players but increase the complexity for players that want more.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 6278149, member: 710"] I tend to prefer (1), too. Each method has its advantages and flaws, and it's probably a thing you have to decide for yourself. I know that I dislike (3) because it means I have no control over what really happens. I don't like that, I want to make meaningful decisions. I know that I dislike (2) because it often means you're better off not pulling off stunts because they are not worth it, or you become so good that you repeat the same over and over because it's just that reliable and good. (Which can also break immersion, if my Fighter is making a trip attack every turn or whtaever, that doesn't feel right to me. But it doesn't just that, it foremost can be a balance issue and a problem of lessening the number of meaningful decisisons to make, since what is the inferior or superior option becomes clear very fast and often independent of the situation at hand.) What I personally might prefer for (1) is to have a system where the "resource" is not purely abstract, at least give me a feel what it is - collecting mana, maneuvering, aiming, stuff like that, and still ensure that I can't do the same thing over and over again (like I collect 3 mana tokens, and then shoot fireball, I collect 3 mana tokens, and then shoot fireball) because that is the optimum way to do it. (It migth be "I collect 3 mana tokens, and then shoot fireball. Since now Fireball is recovering, I'd need more than 3 mana tokens to use it again, so I try to pick something else that will work now - Maybe I erect a force shield to defend myself for a while, or thunderwave to push the enemies away...) And that all ideally that it's not too complicated to manage and if necessary can hide some of its complexity so you can make it easy to new players but increase the complexity for players that want more. [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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