D&D General D&D without Resource Management

Would you like D&D to have less resource management?

  • Yes

    Votes: 21 16.0%
  • Yes but only as an optional variant of play

    Votes: 12 9.2%
  • Yes but only as a individual PC/NPC/Monster choice

    Votes: 3 2.3%
  • No

    Votes: 30 22.9%
  • No but I'd definitely play another game with less resource management

    Votes: 14 10.7%
  • No. If anything it needs even more resource management

    Votes: 39 29.8%
  • Somewhar. Shift resource manage to another part of the game like gold or items

    Votes: 1 0.8%
  • Somewhat. Tie resource manage to the playstyle and genre mechanics.

    Votes: 11 8.4%


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In Level Up, that is no longer the case as the martial classes in that RPG now have their own resource to manage if they want to perform a combat maneuver. The casters get manage to their spell slots and the martials get to manage their exertion points. ;)
What things can the martials do outside combat with those maneuver points, because that is the choice I was talking about.
 


Well I don't think it is good gameplay. You can think differently.


But I don't want to get rid of strategic level gameplay. Having resources not be encounter based on the other hand doesn't remove tactical gameplay.
Having only strategic resources often does. As I said above. Being dismissive of tactical resources is exactly what leads to tactical stuff being incredibly boring.

Yes it is. A ton of classes use spells, and whilst there are some spells that are too good or too weak, spellcaster play is not just spamming one good spell (unless you're a warlock.)
And yet it does tend to devolve down to only a small handful, doesn't it? Fly, fireball, invisibility. I've made this argument before in other places. The vast, vast, vast, vast majority of spells are almost always completely ignored because they aren't worth learning. A tiny core of incredibly powerful spells is all you need.

Yes, the reason is that it is not the deafult option, but an obscure foortnote in DMG. Most people just use the deafult setup and do not even stop to consider if it is optimal for the sort of game they want to have. Then again, most people really don't even care about the sort of issues people here constantly whine about, so the default seems to work well enough for them.
Would you consider yourself one of the people who "whine about" things?
 


It is impossible to balance D&D. Because D&D is split into two separate "time" things-- mechanical ones and narrative ones. And those two do not work well together.

The "Encounter" is purely a mechanical time thing-- an Encounter starts, you have certain abilities you can only use a certain number of times during that encounter, then the Encounter ends when the mechanical result has been accomplished. At that point the number resets, and the next time you have a new Encounter, you have all your encounter stuff again.

The "Day", however, is purely a narrative time thing-- at some point in the narration of the game a Day begins and you gain certain abilities you can only use a certain number of times during that Day. However, unlike Encounters, there is no fixed mechanical point to tell us that a Day is over. Rather, it is the players and DM all collectively deciding together "Okay, we are ending this Day and will take a rest". For absolutely no mechanical reason. The mechanics do not ever tell us that a Day has ended and it is time to reset... it is always just a choice based on the story of the game when the Day ends-- based upon the logics of the story telling us a certain number of "hours" have passed (again, a narrative time thing, not a mechanical one).

As a result... a Day could include one Encounter, it could include two, it could include four, it could include 6-8 Encounters, or it could even include NO Encounters. It's entirely based upon the narrative decision of the group to reset things. And what's more... unlike Encounter abilities that only operate within the said demarcated "Encounter"... "Day" abilities can (and often will) be used outside of individual encounters during the narrative downtime between them. The Story around the Encounter (or fights) if you will. And a lot of those Day abilities don't even have in-Encounter use-- they are specifically designed to be used ONLY outside of Encounters.

And let's not even get started on "at-will" abilities... abilities that can be used all the time as often as you want both within Encounters and within the narrative downtime around the Encounters during the Day. That's now a suite of abilities that can "break the game" for certain tables depending on how they play (and why there are tables out there that hate Cantrips as a thing for instance.) When a feature can be used both within the Encounter and during the Day... you can't balance that against other strictly Encounter abilities and strictly Day abilities.

This is exactly why I don't worry about "balance" anymore, because I know it's going to be a fool's errand. Yes, I might have Encounter abilities that only work during Encounters and are reset on a set schedule... but when I also have Day abilities that can be used within those Encounters too and DON'T reset on a set schedule... and I have at-will abilities that can be used all time within Encounters and Days and never have to be reset at all... there's no way to be able to calculate what that "balance" can be. Balance requires strict calculation. But when so many functions occur on schedules that aren't strict... that screws the calculation up. So all that's left is just playing the Encounters as they are and treating them as merely one more Narrative unit that drives Story forward.
 
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I don't think D&D does resource management in a very fun way. I never feel tension when I'm out of spell slots or ki points, I just feel annoyed. And I feel annoyed because the game gets distinctly less fun when you're out of stuff to do, and 5E doesn't do a good job of giving me a framework of heroic or adventurous things to do outside of my resources.

The problem IMO lies in the really medicore equipment and skill rules for 5E. It would be cool if my Wizard, without having to rely on spell slots or cantrips, could do Arcane things via skill checks or equipment. Like, what if my wizard could interfere with a spell the opponent cost with contested Arcane checks? Or really, just let me do something, anything in relation to the game when I'm out of resources. Let new options open up, even if they aren't as good, so that way I don't have to be annoyed waiting or looking for a rest.

This doesn't mean I dislike challenge. Actually, I really, really love challenging games. But only if the challenge is fun to engage with. And it just isn't fun in a combat-heavy game to run out of resources and have to rely on slings and daggers and the rest of the party to do anything of consequence.

Throughout Fantasy fiction, and really all fiction, you see characters who, at their absolute limit and without resources, can still find ways to achieve things. Yes, yes, you can always come up with a way in D&D. I know. But I want the game to give me some reliable and engaging options instead of putting all the onus on me.

Ultimately, the main reason people don't track things like food and water and arrows anymore is because it just isn't fun to do. You don't feel rewarded usually, and the penalties that come from tracking these things means that your character gets even worse to play. If I wanted a game about how the grind of adventuring could break my character down, I'd play Torchbearer, whose mechanics do this really well. In D&D, which is supposed to be about heroic adventure, when I'm grinded down, I want access to something special that I can use to try and still play the game.

DND Next kind of had this with the Sorcerer. Running out of spell slots and sorcery points but gaining draconic weapons or whatever was really cool. It felt like your character was entering a new mode that, while not as versatile or powerful as base, was still really fun to use.

There are many ways to address this beyond what I've suggested. Team-based mechanics like being able to use skills to enhance another party members turn would be very interesting. If my out-of-slots and out-of-dice Bard is in a fight, I want to know I can use performance checks to potentially amp up my party or distract the enemy. I want my out-of-rage Barbarian to have an adrenaline rush moment of absolute desperation that lets me doing something rage-like. I want my Druid to be able to use Animal Handling or Nature checks to effect the battlefield or get some kind of advantage for my party.

None of these are me saying that I want players to always be 'powerful.' Instead, I always players to be able to play to their class fantasy. I want resources and reliable options. There's no reason not to give me both. What we have now is not a satisfying resource management game.
 

What things can the martials do outside combat with those maneuver points, because that is the choice I was talking about.
When you said that only casters ever had to make that choice, I thought you were referring to casters having to manage the number of spell slots they received for each spellcasting level. Casters can use their spell slots for spells outside of combat to do a number of things such as detecting and identifying magic items. How often they do that is the question, as once they use a spell slot they have to wait until a short or long rest before it becomes available again. It would be easier to perform a skill check than to use up a spell slot.

As for martials, exertion points are useable only for performing a combat maneuver.
 

Having only strategic resources often does. As I said above. Being dismissive of tactical resources is exactly what leads to tactical stuff being incredibly boring.
This just isn’t true. You can use tactical resources as strategic but not vice versa.

And yet it does tend to devolve down to only a small handful, doesn't it? Fly, fireball, invisibility. I've made this argument before in other places. The vast, vast, vast, vast majority of spells are almost always completely ignored because they aren't worth learning. A tiny core of incredibly powerful spells is all you need.
I don’t think this is true either. Though of course some spells could use rebalancing. I bumped fly up one level for example.

Would you consider yourself one of the people who "whine about" things?
Sure. Though I also have solutions for my biggest whines. If I wouldn’t I would play another game.
 

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