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<blockquote data-quote="kunadam" data-source="post: 9206941" data-attributes="member: 57610"><p>I admit I hate the strategic resource management part of D&D. We never ever do 6-8 encounters a day. 1-2 most likely.</p><p>My grievance with the system is the meta thinking on the behalf of the players: they want to foresee when to use their resources. (we only play level 1-5, so resources are always few) Sometimes they only begin to use their abilities when their hp is getting dangerously low. And I see the casters mostly reverting to firebolt and not using all the nice spells in the book, because they save up (we never played memorization, not even in AD&D2e times).</p><p>Tactical resource management is fun. You have 1 action, you can cast one spell or attack, or rush to aid you ally. That is a meaningful choice (for me). There might be per encounter abilities, and timing the use of them can be fun. Do you start nova and clear the mobs before the boss, or do you preserve them for the boss?</p><p></p><p>It seems there are two camps here. For one D&D is a wargame and the resource management is integral part of the experience. For others, it is mostly a joint storytelling where you can track when did the character last relieve himself, but it might not be much fun.</p><p></p><p>From a design perspective it would be easier to start with a system with not much long-term resource management, and add subsystems for those who like them (or when it is needed).</p></blockquote><p></p>
[QUOTE="kunadam, post: 9206941, member: 57610"] I admit I hate the strategic resource management part of D&D. We never ever do 6-8 encounters a day. 1-2 most likely. My grievance with the system is the meta thinking on the behalf of the players: they want to foresee when to use their resources. (we only play level 1-5, so resources are always few) Sometimes they only begin to use their abilities when their hp is getting dangerously low. And I see the casters mostly reverting to firebolt and not using all the nice spells in the book, because they save up (we never played memorization, not even in AD&D2e times). Tactical resource management is fun. You have 1 action, you can cast one spell or attack, or rush to aid you ally. That is a meaningful choice (for me). There might be per encounter abilities, and timing the use of them can be fun. Do you start nova and clear the mobs before the boss, or do you preserve them for the boss? It seems there are two camps here. For one D&D is a wargame and the resource management is integral part of the experience. For others, it is mostly a joint storytelling where you can track when did the character last relieve himself, but it might not be much fun. From a design perspective it would be easier to start with a system with not much long-term resource management, and add subsystems for those who like them (or when it is needed). [/QUOTE]
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