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Can someoone explain the "Daily Hate" for me?
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<blockquote data-quote="I'm A Banana" data-source="post: 5986812" data-attributes="member: 2067"><p>There's two different ways to see this.</p><p></p><p>The first is that some people don't like a daily recharage rate for <em>certain groups of abilities</em> because it breaks the fiction for them. Usually, this is about abilities that are supposed to be largely physical/nonmagical/not special, and the idea that you can "run out of juice" to swing your sword or try a particular trick isn't something that makes a lot of sense to some players. Daily limits on such abilities are obviously a mechanical balancing mechanism; it doesn't grow organically out of what the thing represents, it just imposes itself into it. That intrudes too deeply into some folks' fiction and breaks the reality of the game-world, hurting their ability to suspend disbelief and engage with the imaginary world in a coherent way. </p><p></p><p>The second is that some folks don't like the idea of <a href="http://www.enworld.org/forum/news/326885-day-based-encounter-based-its-not-balance-its-playstyle.html" target="_blank">limited-use abilities at all</a>, because of the spikes and troughs in character capability they create, and the natural tendency for player groups to try to exploit those spikes and minimize those troughs. For this, it's a balance concern: if not everyone has daily abilities, then does the game naturally skew toward those players, leaving those with more reliable abilities in the lurch because the daily spikes are functionally occurring MUCH more often than they should? The second category has much less of a problem with everyone having the same recharge structure, and, in fact, would probably prefer it. </p><p></p><p>So to figure out where the "daily hate" comes from, you first need to find out what kind of "daily hate" it is. From there, you can work back to helping people get over the hate.</p><p></p><p>To me, the first consideration is mostly an issue of subjective playstyle considerations, and so people aren't going to just give these up if you explain it away. It's not a logic thing, it's a personal thing, a subjective thing. Rather than something with a correct answer, it's something that needs to be accounted for: no D&D game should REQUIRE martial dailies to be a functional game. </p><p></p><p>I believe that the second consideration is the same, ultimately, but the veneer of balance concerns makes it seem like something else at first. Once you get a bit deeper than that (the balance concerns aren't exactly sound), you find that the real issue is just as subjective and personal: some folks don't like limited-use abilities very much. Because that's also subjective, no modern D&D game should REQUIRE that some folks have dailies and others don't to be a functional game, either.</p><p></p><p>So, to me, rather than expecting the players get over the hate, D&D needs to embrace the hate, to find the legitimate gripes behind it, and to design itself in such a way that people can play in the way they like, rather than forcing them to get used to playing in a way they hate.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5986812, member: 2067"] There's two different ways to see this. The first is that some people don't like a daily recharage rate for [I]certain groups of abilities[/I] because it breaks the fiction for them. Usually, this is about abilities that are supposed to be largely physical/nonmagical/not special, and the idea that you can "run out of juice" to swing your sword or try a particular trick isn't something that makes a lot of sense to some players. Daily limits on such abilities are obviously a mechanical balancing mechanism; it doesn't grow organically out of what the thing represents, it just imposes itself into it. That intrudes too deeply into some folks' fiction and breaks the reality of the game-world, hurting their ability to suspend disbelief and engage with the imaginary world in a coherent way. The second is that some folks don't like the idea of [URL="http://www.enworld.org/forum/news/326885-day-based-encounter-based-its-not-balance-its-playstyle.html"]limited-use abilities at all[/URL], because of the spikes and troughs in character capability they create, and the natural tendency for player groups to try to exploit those spikes and minimize those troughs. For this, it's a balance concern: if not everyone has daily abilities, then does the game naturally skew toward those players, leaving those with more reliable abilities in the lurch because the daily spikes are functionally occurring MUCH more often than they should? The second category has much less of a problem with everyone having the same recharge structure, and, in fact, would probably prefer it. So to figure out where the "daily hate" comes from, you first need to find out what kind of "daily hate" it is. From there, you can work back to helping people get over the hate. To me, the first consideration is mostly an issue of subjective playstyle considerations, and so people aren't going to just give these up if you explain it away. It's not a logic thing, it's a personal thing, a subjective thing. Rather than something with a correct answer, it's something that needs to be accounted for: no D&D game should REQUIRE martial dailies to be a functional game. I believe that the second consideration is the same, ultimately, but the veneer of balance concerns makes it seem like something else at first. Once you get a bit deeper than that (the balance concerns aren't exactly sound), you find that the real issue is just as subjective and personal: some folks don't like limited-use abilities very much. Because that's also subjective, no modern D&D game should REQUIRE that some folks have dailies and others don't to be a functional game, either. So, to me, rather than expecting the players get over the hate, D&D needs to embrace the hate, to find the legitimate gripes behind it, and to design itself in such a way that people can play in the way they like, rather than forcing them to get used to playing in a way they hate. [/QUOTE]
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