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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="TwoSix" data-source="post: 9269517" data-attributes="member: 205"><p>To be clear, this isn't something you simply staple onto existing class structures. You have to build the classes up around this premise, ideally creating new narratives around the caster classes, and adjust other subsystems to accommodate it. Primarily, adjust treasure tables so that a lot of potions and scrolls become magical reagents that only the casters utilize.</p><p></p><p>Having only fighters and thieves allows resources to be expended on making the fighters and thieves slightly more competent, but they'll always lack the "Oh, crap" abilities that casters provide.</p><p></p><p>Simply saying "Mr. Mage, your fireball costs 20 gp now" would be, frankly, a stupid way to implement it.</p><p></p><p></p><p>I think "afford" in that last sentence is the really interesting question here. What is the net game effect of taking time to complete the dungeon/exploration/what have you? What does it cost?</p><p></p><p>The "resource to recharge" model needs to be paired with site design that makes the rewards proportional to the risk, and doing 5MWD stuff means that you'll lose out on the best rewards. One of the main points of "resource to recharge" is to make doing a 5MWD challenging in the fiction. </p><p></p><p>Slow HP recharge, but the presence of a cleric just turns a one-day break into two isn't strong enough for what I'm looking for.</p><p></p><p></p><p>I guess? To me, having a game where smart/lucky play puts you ahead and unlucky/unskilled play puts you behind just kind of makes sense, and hits the play priorities I enjoy in these sort of games. I mean, I guess I could call a game where you progress no matter what you do a "conveyer belt" as a comparison. Is that better or worse than a "treadmill"?</p><p></p><p>And again, it's not like the party will somehow get stuck if they're flat broke. The casters still have some class abilities, and the warrior types can still fight. You're just down 90% of your healing and a bunch of the "oh crap" buttons casters normally provide. </p><p></p><p></p><p>I mean, I'm already overhauling classes and magic item tables, I would probably also houserule a spell <em> that breaks the entire magic paradigm I put in the game</em>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="TwoSix, post: 9269517, member: 205"] To be clear, this isn't something you simply staple onto existing class structures. You have to build the classes up around this premise, ideally creating new narratives around the caster classes, and adjust other subsystems to accommodate it. Primarily, adjust treasure tables so that a lot of potions and scrolls become magical reagents that only the casters utilize. Having only fighters and thieves allows resources to be expended on making the fighters and thieves slightly more competent, but they'll always lack the "Oh, crap" abilities that casters provide. Simply saying "Mr. Mage, your fireball costs 20 gp now" would be, frankly, a stupid way to implement it. I think "afford" in that last sentence is the really interesting question here. What is the net game effect of taking time to complete the dungeon/exploration/what have you? What does it cost? The "resource to recharge" model needs to be paired with site design that makes the rewards proportional to the risk, and doing 5MWD stuff means that you'll lose out on the best rewards. One of the main points of "resource to recharge" is to make doing a 5MWD challenging in the fiction. Slow HP recharge, but the presence of a cleric just turns a one-day break into two isn't strong enough for what I'm looking for. I guess? To me, having a game where smart/lucky play puts you ahead and unlucky/unskilled play puts you behind just kind of makes sense, and hits the play priorities I enjoy in these sort of games. I mean, I guess I could call a game where you progress no matter what you do a "conveyer belt" as a comparison. Is that better or worse than a "treadmill"? And again, it's not like the party will somehow get stuck if they're flat broke. The casters still have some class abilities, and the warrior types can still fight. You're just down 90% of your healing and a bunch of the "oh crap" buttons casters normally provide. I mean, I'm already overhauling classes and magic item tables, I would probably also houserule a spell [i] that breaks the entire magic paradigm I put in the game[/i]. :) [/QUOTE]
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