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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="TwoSix" data-source="post: 9269029" data-attributes="member: 205"><p>I mean, absolutely, what I'm proposing is about making recovery much more expensive than it is in a normal D&D game. The number one thing that needs to be tossed, what really is the core problem with D&D-style attrition, is the idea that sleeping it off restores all your magic. </p><p></p><p>At its core, magic should be about the transformation of acquirable resources into desired effects. Making healing potions requires reagents. A wand of fireballs costs reagents. Deific power requires sacrifices and tithes. </p><p></p><p>The amount of innate magic that caster character has, that bubbles up in them from some internal mana generator, and that regenerates like health, should be relatively small. No character should be recharging multiple 5th level spell slots in effect every single day. The point of a caster character should be to take the earned resources from adventuring them and converting them into the effects the party needs.</p><p></p><p></p><p>It doesn't have to be disciplined. Believe me, disciplined play at my table does not work. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It's simply this. A mage doesn't have 1 fireball a day. Instead, the mage used several hundred gp of their last haul to make a wand with 5 charges of fireball. If they choose to trivialize the first five encounters they face with 5 fireballs, that's great, but they probably haven't earned enough money back to rebuild that wand. Now they're going to walk into the rest of the dungeon without the backup of a fireball. Resting 24 hours won't change that. If they want fireball, they have to earn enough money to pay for it.</p><p></p><p>And if you don't want to pay money for your special powers, be a fighter! Of course, see how long you last without fireballs, or haste spells or stoneskins or, you know, anyone to cure you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This is my core argument. Everything that people complain about in terms of encounters per day, 5 minute work days, class balance between casters and noncasters, between short rest and long rest characters in 5e, etc., all derives from the fact that recharging abilities is cost-free. When the core gameplay becomes "spend resources to adventure to acquire more resources", the entire game engine suddenly locks into place, AND the verisimilitude of the world increases, as a bonus.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9269029, member: 205"] I mean, absolutely, what I'm proposing is about making recovery much more expensive than it is in a normal D&D game. The number one thing that needs to be tossed, what really is the core problem with D&D-style attrition, is the idea that sleeping it off restores all your magic. At its core, magic should be about the transformation of acquirable resources into desired effects. Making healing potions requires reagents. A wand of fireballs costs reagents. Deific power requires sacrifices and tithes. The amount of innate magic that caster character has, that bubbles up in them from some internal mana generator, and that regenerates like health, should be relatively small. No character should be recharging multiple 5th level spell slots in effect every single day. The point of a caster character should be to take the earned resources from adventuring them and converting them into the effects the party needs. It doesn't have to be disciplined. Believe me, disciplined play at my table does not work. :) It's simply this. A mage doesn't have 1 fireball a day. Instead, the mage used several hundred gp of their last haul to make a wand with 5 charges of fireball. If they choose to trivialize the first five encounters they face with 5 fireballs, that's great, but they probably haven't earned enough money back to rebuild that wand. Now they're going to walk into the rest of the dungeon without the backup of a fireball. Resting 24 hours won't change that. If they want fireball, they have to earn enough money to pay for it. And if you don't want to pay money for your special powers, be a fighter! Of course, see how long you last without fireballs, or haste spells or stoneskins or, you know, anyone to cure you. :) This is my core argument. Everything that people complain about in terms of encounters per day, 5 minute work days, class balance between casters and noncasters, between short rest and long rest characters in 5e, etc., all derives from the fact that recharging abilities is cost-free. When the core gameplay becomes "spend resources to adventure to acquire more resources", the entire game engine suddenly locks into place, AND the verisimilitude of the world increases, as a bonus. [/QUOTE]
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