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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Lanefan" data-source="post: 9269482" data-attributes="member: 29398"><p>Ah, OK. Now I get you.</p><p></p><p>Good to hear! <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>Were I to implement this it'd solve any martial-caster imbalance issues in my game in a heartbeat: nobody would play a caster.</p><p></p><p>If the dungeon generates 5,000 g.p. each in treasure and the Fighters and Thieves each get to keep all of their share while the Clerics and Mages have to plow 3,000 of it back in along the way just to keep themselves going, that ain't gonna fly.</p><p></p><p>And if the party as a whole foots the bills to keep the casters going then nothing changes except there's a big reduction in the overall amount of treasure to divide at the end of the adventure, which isn't - I don't think - the problem you're trying to solve here.</p><p></p><p>I'm not sold on this premise. That said, what was once a major in-game cost of recharging abilities (where such includes hit points) has been eroded significantly in 4e-5e: time. You get all your h.p. back overnight and even if you don't, there's way more healing available than once was the case.</p><p></p><p>Sure the casters might get all their spells back overnight but if the Fighter's still only at 6 h.p. out of 40 you're not going anywhere until she's cured up, which in theory should put a nice dent in your healer's spells for today. Can you afford to rest another day to refill the healer?</p><p></p><p>In a way they already do that when buying or claiming magic items that make them better at what they do; this puts that model far more up-front and, as I noted earlier, risks making the whole thing become very treadmill-y. It also presupposes you-as-DM are always going to seed enough treasure into each adventure to make this model viable.</p><p></p><p>Meh - not sure about this.</p><p></p><p>What would increase, in my game anyway, is casters' vulnerability if all their "spells" are in fact stored in devices that are at risk of being destroyed with some bad luck. And <em>Dispel Magic </em>just became the go-to means of ruining a caster's week (I still have it as area-effect rather than targeted); it couldn't affect a caster's available-to-cast slots in any edition but if it can hammer their device-stored spells, they're hosed.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9269482, member: 29398"] Ah, OK. Now I get you. Good to hear! :) Were I to implement this it'd solve any martial-caster imbalance issues in my game in a heartbeat: nobody would play a caster. If the dungeon generates 5,000 g.p. each in treasure and the Fighters and Thieves each get to keep all of their share while the Clerics and Mages have to plow 3,000 of it back in along the way just to keep themselves going, that ain't gonna fly. And if the party as a whole foots the bills to keep the casters going then nothing changes except there's a big reduction in the overall amount of treasure to divide at the end of the adventure, which isn't - I don't think - the problem you're trying to solve here. I'm not sold on this premise. That said, what was once a major in-game cost of recharging abilities (where such includes hit points) has been eroded significantly in 4e-5e: time. You get all your h.p. back overnight and even if you don't, there's way more healing available than once was the case. Sure the casters might get all their spells back overnight but if the Fighter's still only at 6 h.p. out of 40 you're not going anywhere until she's cured up, which in theory should put a nice dent in your healer's spells for today. Can you afford to rest another day to refill the healer? In a way they already do that when buying or claiming magic items that make them better at what they do; this puts that model far more up-front and, as I noted earlier, risks making the whole thing become very treadmill-y. It also presupposes you-as-DM are always going to seed enough treasure into each adventure to make this model viable. Meh - not sure about this. What would increase, in my game anyway, is casters' vulnerability if all their "spells" are in fact stored in devices that are at risk of being destroyed with some bad luck. And [I]Dispel Magic [/I]just became the go-to means of ruining a caster's week (I still have it as area-effect rather than targeted); it couldn't affect a caster's available-to-cast slots in any edition but if it can hammer their device-stored spells, they're hosed. [/QUOTE]
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Do you plan to adopt D&D5.5One2024Redux?
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