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D&D without resource management
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<blockquote data-quote="DND_Reborn" data-source="post: 8858229" data-attributes="member: 6987520"><p>I thought about this a year or so ago, and this is what I came up with:</p><p></p><p>A lot of groups IME hand-wave away things like food and ammunition-- so removing that wouldn't be an issue, as long as you "have it and can replenish it" when appropriate. I don't know if you'd want to do something like "you either have it or you don't" thing. Sometimes one element of resource management is the mundane: food, water, ammunition, healer kits, etc.</p><p></p><p>Spellcasting would be a check. You can either have, depending on the thematic you want:</p><p>1. no penalty for failure other than the lost action</p><p>2. a penalty for it with something like you must "rest" before you can cast again.</p><p></p><p>You could get rid of hit points by having a fortitude check/save of some source whenever you take damage. If you make the check, the damage doesn't affect your combat ability, if you fail it by X then Y happens, and if you fail it by Z you are unconscious and dying (or maybe dead if you fail by Z and the roll is a natural 1?). More "resilient" creatures would have better bonuses to the damage:</p><p></p><p>For example: You take 8 damage. You make a Fortitude check against DC 18 and you have a +5 bonus. If you roll 13 or higher, you are fine. If you roll 3-12, you have "Y happens", if you roll 2 you are unconscious and dying, and if you roll 1 you failed by 15 or more and are dead.</p><p></p><p>Every other feature could be turned into a recharge mechanic or check. You might argue a recharge mechanic is still a resource-management thing, depending on how you view it. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> Personally, I love recharge mechanics and would love to see it in more places in the game.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8858229, member: 6987520"] I thought about this a year or so ago, and this is what I came up with: A lot of groups IME hand-wave away things like food and ammunition-- so removing that wouldn't be an issue, as long as you "have it and can replenish it" when appropriate. I don't know if you'd want to do something like "you either have it or you don't" thing. Sometimes one element of resource management is the mundane: food, water, ammunition, healer kits, etc. Spellcasting would be a check. You can either have, depending on the thematic you want: 1. no penalty for failure other than the lost action 2. a penalty for it with something like you must "rest" before you can cast again. You could get rid of hit points by having a fortitude check/save of some source whenever you take damage. If you make the check, the damage doesn't affect your combat ability, if you fail it by X then Y happens, and if you fail it by Z you are unconscious and dying (or maybe dead if you fail by Z and the roll is a natural 1?). More "resilient" creatures would have better bonuses to the damage: For example: You take 8 damage. You make a Fortitude check against DC 18 and you have a +5 bonus. If you roll 13 or higher, you are fine. If you roll 3-12, you have "Y happens", if you roll 2 you are unconscious and dying, and if you roll 1 you failed by 15 or more and are dead. Every other feature could be turned into a recharge mechanic or check. You might argue a recharge mechanic is still a resource-management thing, depending on how you view it. 🤷♂️ Personally, I love recharge mechanics and would love to see it in more places in the game. [/QUOTE]
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