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Dnd 5e, but everything is a “spell”
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<blockquote data-quote="niklinna" data-source="post: 8429672" data-attributes="member: 71235"><p>You should have used a different title! I came here expecting something else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Hah! I see what you did there.</p><p></p><p>Nope. Other games do just like you said, but each design approach has its tradeoffs. Generally I see stuff like this fall into the two camps: Each individual ability has "uses per time period" tracking, or you have a pool of points to spend on things.</p><p></p><p>Uses per time period means you have multiple checklists and, as you indicated, it's a lot of pieced to keep track of.</p><p></p><p>A pool of points, on the other hand, unifies the tracking, but encourages players to use those points spamming their most powerful abilities. Any weightlifter will tell you they can't do their 1-rep max more than 1 time without a rest—it's right there in the name, right? I'll come back to this below.</p><p></p><p></p><p>Well, now you're getting into actual design, which can lead to a thicket right away, so I'm not going to propose any numbers. The obvious starting point would be to assign the level at which you get such a feature as the base cost, but again...thicket. It's doable, though.</p><p></p><p></p><p>It would clearly be easier to track, as you have just the one pool shared across all your stuff, but that spamming thing would still apply. Instead of being able to activate your Cloud once per short/long rest, you could use it as many times as you like until your power pool runs out! There's a reason some abilities are siloed by uses per time period.</p><p></p><p>An alternative would be to try to simulate the 1-rep max idea. Say your most expensive power costs 5 points to activate, but once you use it, you can't use <em>any other 5-point</em> power for some time period: the next round, the rest of the encounter, after the next short/long rest (just as examples). If you immediately use the next level down—a 4-point power—the same applies, as you progressively tire out your max capability. But you could use as many lower-power abilities as you like.</p><p></p><p>There's another design thicket of how many points you get and how you recover them, but you can work on that if you like.</p><p></p><p>And finally, as a by the way, if you look at <a href="https://www.kickstarter.com/projects/enworld/level-up-advanced-5th-edition-a5e?" target="_blank"><em>Level Up: Advanced 5th Edition</em></a>, you will see they did exactly what you're asking for with combat maneuvers and exertion (but not with other class/subclass abilities). They didn't do the 1-rep max thing, though, so you can spam your expensive stuff as much as you like, but since the point cost range seems to be 1–3 so far, that may not be a real problem.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8429672, member: 71235"] You should have used a different title! I came here expecting something else. :p Hah! I see what you did there. Nope. Other games do just like you said, but each design approach has its tradeoffs. Generally I see stuff like this fall into the two camps: Each individual ability has "uses per time period" tracking, or you have a pool of points to spend on things. Uses per time period means you have multiple checklists and, as you indicated, it's a lot of pieced to keep track of. A pool of points, on the other hand, unifies the tracking, but encourages players to use those points spamming their most powerful abilities. Any weightlifter will tell you they can't do their 1-rep max more than 1 time without a rest—it's right there in the name, right? I'll come back to this below. Well, now you're getting into actual design, which can lead to a thicket right away, so I'm not going to propose any numbers. The obvious starting point would be to assign the level at which you get such a feature as the base cost, but again...thicket. It's doable, though. It would clearly be easier to track, as you have just the one pool shared across all your stuff, but that spamming thing would still apply. Instead of being able to activate your Cloud once per short/long rest, you could use it as many times as you like until your power pool runs out! There's a reason some abilities are siloed by uses per time period. An alternative would be to try to simulate the 1-rep max idea. Say your most expensive power costs 5 points to activate, but once you use it, you can't use [I]any other 5-point[/I] power for some time period: the next round, the rest of the encounter, after the next short/long rest (just as examples). If you immediately use the next level down—a 4-point power—the same applies, as you progressively tire out your max capability. But you could use as many lower-power abilities as you like. There's another design thicket of how many points you get and how you recover them, but you can work on that if you like. And finally, as a by the way, if you look at [URL='https://www.kickstarter.com/projects/enworld/level-up-advanced-5th-edition-a5e?'][I]Level Up: Advanced 5th Edition[/I][/URL], you will see they did exactly what you're asking for with combat maneuvers and exertion (but not with other class/subclass abilities). They didn't do the 1-rep max thing, though, so you can spam your expensive stuff as much as you like, but since the point cost range seems to be 1–3 so far, that may not be a real problem. [/QUOTE]
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