Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Draw Steel: Fake variety helps no one
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JonDeNor" data-source="post: 9705980" data-attributes="member: 7053318"><p>The generic name is Heroic Resource. Not very inventive, but it's descriptive. Each class has their own name for flavor. Colville are particular about names in the game, and want the name for each class' heroic resource to be in line with the fantasy of the class. (See also: ability names).</p><p></p><p></p><p>There haven't been problems with this in the groups I play with. People mostly get used to how their class does it, and don't think about it. The problem has been getting used to adding resources at the start of your turn. Regardless of how it's generated.</p><p></p><p>The reason it differs is, once again, flavor. In the setting there are two primordial forces in constant combat/flux that influences everything: Law (order) and Chaos. Some classes derive their power from Law, some from Chaos. Law-powered classes get a constant, predictable resource generation of 2 per turn (at first level), while Chaos-powered classes get a more unpredictable 1d3 per turn (at first level).</p><p></p><p></p><p>Yes. They especially wanted each class to earn resources when they did something archetypical to the class. When the tactician is tacticiioning, they should gain their resource. One of the problems is that some classes ended up being useless with certain monster configurations, because their trigger condition never emerged. If I remember somewhat correctly, the balancing became a nightmare, especially on GMs having to balance and build encounters, so they dropped it.</p><p></p><p>Also, testers reported having a <em>very</em> varied resource gain was death when trying to plan your turn (I think there's a game where that would be fine, or even wanted, but that's not the game MCDM's making). I think they landed on 1d3 being about as far as they could stretch that variability.</p><p></p><p>The compromise they ended on is a steady drip of resources on your turn, and a little extra when something that aligns with your class happens in combat.</p></blockquote><p></p>
[QUOTE="JonDeNor, post: 9705980, member: 7053318"] The generic name is Heroic Resource. Not very inventive, but it's descriptive. Each class has their own name for flavor. Colville are particular about names in the game, and want the name for each class' heroic resource to be in line with the fantasy of the class. (See also: ability names). There haven't been problems with this in the groups I play with. People mostly get used to how their class does it, and don't think about it. The problem has been getting used to adding resources at the start of your turn. Regardless of how it's generated. The reason it differs is, once again, flavor. In the setting there are two primordial forces in constant combat/flux that influences everything: Law (order) and Chaos. Some classes derive their power from Law, some from Chaos. Law-powered classes get a constant, predictable resource generation of 2 per turn (at first level), while Chaos-powered classes get a more unpredictable 1d3 per turn (at first level). Yes. They especially wanted each class to earn resources when they did something archetypical to the class. When the tactician is tacticiioning, they should gain their resource. One of the problems is that some classes ended up being useless with certain monster configurations, because their trigger condition never emerged. If I remember somewhat correctly, the balancing became a nightmare, especially on GMs having to balance and build encounters, so they dropped it. Also, testers reported having a [I]very[/I] varied resource gain was death when trying to plan your turn (I think there's a game where that would be fine, or even wanted, but that's not the game MCDM's making). I think they landed on 1d3 being about as far as they could stretch that variability. The compromise they ended on is a steady drip of resources on your turn, and a little extra when something that aligns with your class happens in combat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Draw Steel: Fake variety helps no one
Top