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<blockquote data-quote="EzekielRaiden" data-source="post: 9205542" data-attributes="member: 6790260"><p>The problem is, 4e <em>did</em> offer a shared resource that could be put to use in various different things. That's how the (non-Monk) Psionic classes worked.</p><p></p><p>It was bad.</p><p></p><p>What 4e "power point" classes revealed was, when you have shared resources like that, you just spam the strongest option you have every time. Maybe, occasionally, you'll pick something else because a special situation has arisen and made that other thing best just for that situation. But most of the time, you'll just spam the best option and ignore everything else.</p><p></p><p>I'm not saying it's impossible to get, say, <em>one</em> class that works this way, that has a single resource pool and manages to still be interesting and induce real choices. But making <em>every</em> class work that way? No, you're going to crash straight into "spam X, it's the best choice, ignore everything else" with the possible caveat of "except in <situation, e.g. "fighting many opponents">, then use Y because it's better for that."</p><p></p><p>We already have problems with a small handful of spells being ridiculously good most of the time. Ditto, we have problems with BM maneuvers being "pick the two/three best and ignore the rest." This would just make <em>everyone</em> have that problem.</p><p></p><p></p><p>The problem is, this leads directly to poor, un-fun gameplay--demonstrably so. Because people will refuse to make the choice you describe here. They will instead take control of the rest mechanic, which the game permits them to do, and thus have their cake and eat it too.</p><p></p><p>And the only way to stop them is to either get draconian about when they're allowed to rest, or to constantly put them under verisimilitude-breaking time pressure that is somehow perfectly content with them taking multiple hour-long breaks but absolutely forbids them from taking one eight-hour break. That is, doing something like that <em>now and then</em> is perfectly reasonable. Having such time pressure <em>all the time</em> is patently ridiculous--but unless you DO have it all the time, then 100% of the time they aren't under such pressure, <em>most</em> players will exploit it.</p><p></p><p>Players optimize the fun out of games. It's a well-known problem, and D&D has suffered from it many times.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9205542, member: 6790260"] The problem is, 4e [I]did[/I] offer a shared resource that could be put to use in various different things. That's how the (non-Monk) Psionic classes worked. It was bad. What 4e "power point" classes revealed was, when you have shared resources like that, you just spam the strongest option you have every time. Maybe, occasionally, you'll pick something else because a special situation has arisen and made that other thing best just for that situation. But most of the time, you'll just spam the best option and ignore everything else. I'm not saying it's impossible to get, say, [I]one[/I] class that works this way, that has a single resource pool and manages to still be interesting and induce real choices. But making [I]every[/I] class work that way? No, you're going to crash straight into "spam X, it's the best choice, ignore everything else" with the possible caveat of "except in <situation, e.g. "fighting many opponents">, then use Y because it's better for that." We already have problems with a small handful of spells being ridiculously good most of the time. Ditto, we have problems with BM maneuvers being "pick the two/three best and ignore the rest." This would just make [I]everyone[/I] have that problem. The problem is, this leads directly to poor, un-fun gameplay--demonstrably so. Because people will refuse to make the choice you describe here. They will instead take control of the rest mechanic, which the game permits them to do, and thus have their cake and eat it too. And the only way to stop them is to either get draconian about when they're allowed to rest, or to constantly put them under verisimilitude-breaking time pressure that is somehow perfectly content with them taking multiple hour-long breaks but absolutely forbids them from taking one eight-hour break. That is, doing something like that [I]now and then[/I] is perfectly reasonable. Having such time pressure [I]all the time[/I] is patently ridiculous--but unless you DO have it all the time, then 100% of the time they aren't under such pressure, [I]most[/I] players will exploit it. Players optimize the fun out of games. It's a well-known problem, and D&D has suffered from it many times. [/QUOTE]
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