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Can someoone explain the "Daily Hate" for me?
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<blockquote data-quote="TwinBahamut" data-source="post: 5986892" data-attributes="member: 32536"><p>I don't like daily resources simply because the "day" is a terrible unit for measuring time and refreshing resources in RPGs. I don't think it makes sense from a story perspective, and it doesn't work at all from a gameplay perspective. It forces the story to conform to a "per-day" structure, which is awkward and completley unnecessarry. It breaks the rythym of events and forces a presumption on how the story is supposed to work. It takes control of the restoration of resources and the pacing of the game out of the players hands entirely, and limits the options available to the DM. This is a problem regardless of edition or nature of the daily resource, as well. 3E vancian spellcasting and 4E daily abilities are equally flawed in this respect.</p><p></p><p>There are a lot of good alternatives to per-day adventuring that preserve all of that system's strengths and can avoid most or all of of its problems. "Per adventure" mechanics while refresh only when the heroes completley leave a dungeon and return to a town, for example. "Per rest" mechanics which are refreshed with a long rest, but don't link that rest to a strict cycle of time, are another. "Per supply" mechanics, which refresh when the characters gain access to additional material resources, is another. There are countless ways to track attrition and the refresh of resources that both make sense within the story and don't have the problems caused by per day mechanics. There is no reason to not use one of the superior alternatives.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5986892, member: 32536"] I don't like daily resources simply because the "day" is a terrible unit for measuring time and refreshing resources in RPGs. I don't think it makes sense from a story perspective, and it doesn't work at all from a gameplay perspective. It forces the story to conform to a "per-day" structure, which is awkward and completley unnecessarry. It breaks the rythym of events and forces a presumption on how the story is supposed to work. It takes control of the restoration of resources and the pacing of the game out of the players hands entirely, and limits the options available to the DM. This is a problem regardless of edition or nature of the daily resource, as well. 3E vancian spellcasting and 4E daily abilities are equally flawed in this respect. There are a lot of good alternatives to per-day adventuring that preserve all of that system's strengths and can avoid most or all of of its problems. "Per adventure" mechanics while refresh only when the heroes completley leave a dungeon and return to a town, for example. "Per rest" mechanics which are refreshed with a long rest, but don't link that rest to a strict cycle of time, are another. "Per supply" mechanics, which refresh when the characters gain access to additional material resources, is another. There are countless ways to track attrition and the refresh of resources that both make sense within the story and don't have the problems caused by per day mechanics. There is no reason to not use one of the superior alternatives. [/QUOTE]
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Can someoone explain the "Daily Hate" for me?
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