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Can someoone explain the "Daily Hate" for me?
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<blockquote data-quote="TwoSix" data-source="post: 5986831" data-attributes="member: 205"><p>Honestly, I'd prefer a baseline D&D to chuck time restrictions entirely. It's too obvious to map a refresh based system to a fiction where abilities are physically and mentally exhausting. While I know that's an extremely common magical paradigm, it shouldn't be assumed.</p><p></p><p>I'd rather see abilities classified as:</p><p></p><p>At-Will </p><p>Conditional</p><p>Consumable</p><p></p><p>At-Wills are abilities you use all the time. As simple as swinging a sword or shooting a crossbow, or more complex like a combat manuever or shooting a magic ray. At-Wills should often apply conditions, like dazed or prone or "on fire".</p><p></p><p>Conditional powers are powers that require triggers, thus tying them into the narrative flow. This accounts for abilities as diverse as a backstab (triggered by the target being unaware of you), turn undead (triggered by undead enemies), or complex combat manuevers (triggered by enemies having a condition, that could be applied by an at-will power).</p><p></p><p>Consumables are powers that can only be once. Don't start characters with cure light wounds or sleep spells. Start them with the ability to craft healing potions and scrolls of sleep. Potions and scrolls take a day to make and a relatively safe place to make them. They cost money. Need money? Go adventure. It reinforces the classic D&D paradigm of adventurers in a small town, going out and looking for loot. Getting loot efficiently lets you create more powerful scrolls to challenge stronger creatures. </p><p></p><p>Most importantly, consumables aren't tied to a cycle, they're tied to the overall narrative structure, just like conditional powers. Achieve something in the larger story (get loot), you're rewarded with a stronger ability. Achieve something in the immediate narrative (execute a condition), you're also rewarded with a stronger ability.</p><p></p><p>Modules can then adjust these conditions with whatever recharge mechanics and abilities are needed to suit the desired play type. Vancian casting is just a subset of consumable abilities. A spell slot is a consumable item, except the item is the caster's mind, and the recharge is based on achieving a condition of 8 hours sleep, an hour to concentrate, and access to a spellbook. Sure, it breaks what I feel is the optimal D&D paradigm (quest, gain rewards, translate rewards to tangible abilities, which enables more challenging questing), but it's your module.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 5986831, member: 205"] Honestly, I'd prefer a baseline D&D to chuck time restrictions entirely. It's too obvious to map a refresh based system to a fiction where abilities are physically and mentally exhausting. While I know that's an extremely common magical paradigm, it shouldn't be assumed. I'd rather see abilities classified as: At-Will Conditional Consumable At-Wills are abilities you use all the time. As simple as swinging a sword or shooting a crossbow, or more complex like a combat manuever or shooting a magic ray. At-Wills should often apply conditions, like dazed or prone or "on fire". Conditional powers are powers that require triggers, thus tying them into the narrative flow. This accounts for abilities as diverse as a backstab (triggered by the target being unaware of you), turn undead (triggered by undead enemies), or complex combat manuevers (triggered by enemies having a condition, that could be applied by an at-will power). Consumables are powers that can only be once. Don't start characters with cure light wounds or sleep spells. Start them with the ability to craft healing potions and scrolls of sleep. Potions and scrolls take a day to make and a relatively safe place to make them. They cost money. Need money? Go adventure. It reinforces the classic D&D paradigm of adventurers in a small town, going out and looking for loot. Getting loot efficiently lets you create more powerful scrolls to challenge stronger creatures. Most importantly, consumables aren't tied to a cycle, they're tied to the overall narrative structure, just like conditional powers. Achieve something in the larger story (get loot), you're rewarded with a stronger ability. Achieve something in the immediate narrative (execute a condition), you're also rewarded with a stronger ability. Modules can then adjust these conditions with whatever recharge mechanics and abilities are needed to suit the desired play type. Vancian casting is just a subset of consumable abilities. A spell slot is a consumable item, except the item is the caster's mind, and the recharge is based on achieving a condition of 8 hours sleep, an hour to concentrate, and access to a spellbook. Sure, it breaks what I feel is the optimal D&D paradigm (quest, gain rewards, translate rewards to tangible abilities, which enables more challenging questing), but it's your module. [/QUOTE]
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Can someoone explain the "Daily Hate" for me?
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