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Do players really want balance?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9483132" data-attributes="member: 6790260"><p>I'm aware. This is why I draw as much as I do on DW, and to a lesser extent 13A and 4e D&D. Because the first is all about this stuff, and the other two are actually in the D&D-sphere and at least <em>trying</em> to do stuff within that space. E.g. Montages (from 13A) and Skill Challenges, although I admit that SCs were more like a very early prototoype rather than a finished model.</p><p></p><p></p><p>Of course. With the term "resources" I was thinking of things like beloved/load-bearing magic items, "signature" weapons, abilities (e.g. the possibility of permanently sacrificing one of your level 5 spell slots as a 10th level Wizard, or losing an eye/limb, etc.), or other sorts of relatively "permanent" things that don't come back. I fully agree that "resources" in the sense of short or long rest abilities are not a meaningful cost except at the smallest scales. Those things are generally best for <em>scaring</em> the players rather than eliciting durable responses. It's scary or dread-inducing to realize you've got a big fight coming up and have few resources left. It's <em>gut-wrenching</em> to have to choose between keeping your signature greatsword that you've sunk time and money and questing into vs averting the destruction of the city you've repeatedly risked life and limb to protect.</p><p></p><p>The problem, of course, is that this latter consequence? It's <em>hard</em>. It requires a hell of a lot more work. It requires players who care about playing the game, and DMs who care about what their players want and do. Death is easy--and that is both its greatest strength and its crippling weakness. It's the fast food of consequences: easy, simple, cheap, but lacking in the richness and impact of a "homecooked" consequence.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9483132, member: 6790260"] I'm aware. This is why I draw as much as I do on DW, and to a lesser extent 13A and 4e D&D. Because the first is all about this stuff, and the other two are actually in the D&D-sphere and at least [I]trying[/I] to do stuff within that space. E.g. Montages (from 13A) and Skill Challenges, although I admit that SCs were more like a very early prototoype rather than a finished model. Of course. With the term "resources" I was thinking of things like beloved/load-bearing magic items, "signature" weapons, abilities (e.g. the possibility of permanently sacrificing one of your level 5 spell slots as a 10th level Wizard, or losing an eye/limb, etc.), or other sorts of relatively "permanent" things that don't come back. I fully agree that "resources" in the sense of short or long rest abilities are not a meaningful cost except at the smallest scales. Those things are generally best for [I]scaring[/I] the players rather than eliciting durable responses. It's scary or dread-inducing to realize you've got a big fight coming up and have few resources left. It's [I]gut-wrenching[/I] to have to choose between keeping your signature greatsword that you've sunk time and money and questing into vs averting the destruction of the city you've repeatedly risked life and limb to protect. The problem, of course, is that this latter consequence? It's [I]hard[/I]. It requires a hell of a lot more work. It requires players who care about playing the game, and DMs who care about what their players want and do. Death is easy--and that is both its greatest strength and its crippling weakness. It's the fast food of consequences: easy, simple, cheap, but lacking in the richness and impact of a "homecooked" consequence. [/QUOTE]
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