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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
[edition neutral] No more dailies?
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="pemerton" data-source="post: 5151629" data-attributes="member: 42582"><p>Yes - Spiritual Attributes.</p><p></p><p>4e has the potential for this - with diminishing healing surges but milestones attained. Unfortunately the game design perhaps doesn't make the most of them eg dailies that are more powerful after reaching a milestone. I'm not sure that action points are quite as ho-hum as KM suggests, but they're probably not enough on their own.</p><p></p><p>My 4e game already has this to an extent, because enough of the PCs have encounter-duration abilities (stances etc) that they think about keeping on going to get the benefits of their buffs rather than resting and regaining hp but losing their buffs.</p><p></p><p>Given the 5 minute cap on encounter durations in 4e this doesn't do anything to eliminate 15-minute adventuring days, but it gives an idea of the sorts of costs that can be applied to resting.</p><p></p><p>At least a lot of us don't want a return to 1st ed AD&D play of the sort Dannyalcatraz is describing upthread. Rather than hoarding resources in that operational sort of way, maybe RW has it right - we want powers that become <em>better</em> when you use them later rather than earlier in the adventure. And this has to be correlated with the difficulty of the challenges being faced - if the later challenges are easy, but the powers better, than what should be dramatic becomes mundane. The conclusion to an adventure should be challenging enough that only last-ditch, edge-of-your-seat pulling-out-all-the-stops abilities are up to the task.</p><p></p><p>HeroQuest addresses this in a resource-hoarding way, but the resources are purely metagame (Hero Points) and so it is quite different from AD&D play (where the resources are ingame elements like potions, spells, rations etc). It also puts a lot onto the shoulders of the GM, but not through wandering monsters but rather via the rules for setting difficulties based on the pass/fail cycle (the more player successes, the greater the difficulty of challenges - numerical difficulty is set first, and the GM narrates around the diffciulty to make the flavour fit). So players have a reason to conserve Hero Points early in the adventure when the difficulties are only modest, because they will need those Hero Points to overcome the concluding challenges.</p><p></p><p>It would be hard to fit this sort of approach into D&D because D&D has more fiddly rules, with more detailed modelling of ingame elements and tactics, and so it becomes harder to do the pass/fail thing (I don't think the discussion of this in DMG2 works all that well - for example, how is it meant to relate to p 42, or the monster- and encounter-buidling rules?). And 4e remains too ambivalent in respect of those parts of the game that support pacing. Some PCs have Action Surge, other don't - so the value of an Action Point differs across PCs and across groups. Some PCs have Meliorating Armour, some don't - so the same for milestones more generally. And some dailies are very situational (eg Sorcerer Ice Javelins) and so support more of a swiss-army knife orientation than a last-ditch nova-ing orientation.</p><p></p><p>I guess if I was starting with 4e, and wanted to improve its pacing, I'd look at making milestones worth more, and I'd get rid of sequences of encounters that can't realistically be completed on a single set of healing surges.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5151629, member: 42582"] Yes - Spiritual Attributes. 4e has the potential for this - with diminishing healing surges but milestones attained. Unfortunately the game design perhaps doesn't make the most of them eg dailies that are more powerful after reaching a milestone. I'm not sure that action points are quite as ho-hum as KM suggests, but they're probably not enough on their own. My 4e game already has this to an extent, because enough of the PCs have encounter-duration abilities (stances etc) that they think about keeping on going to get the benefits of their buffs rather than resting and regaining hp but losing their buffs. Given the 5 minute cap on encounter durations in 4e this doesn't do anything to eliminate 15-minute adventuring days, but it gives an idea of the sorts of costs that can be applied to resting. At least a lot of us don't want a return to 1st ed AD&D play of the sort Dannyalcatraz is describing upthread. Rather than hoarding resources in that operational sort of way, maybe RW has it right - we want powers that become [I]better[/I] when you use them later rather than earlier in the adventure. And this has to be correlated with the difficulty of the challenges being faced - if the later challenges are easy, but the powers better, than what should be dramatic becomes mundane. The conclusion to an adventure should be challenging enough that only last-ditch, edge-of-your-seat pulling-out-all-the-stops abilities are up to the task. HeroQuest addresses this in a resource-hoarding way, but the resources are purely metagame (Hero Points) and so it is quite different from AD&D play (where the resources are ingame elements like potions, spells, rations etc). It also puts a lot onto the shoulders of the GM, but not through wandering monsters but rather via the rules for setting difficulties based on the pass/fail cycle (the more player successes, the greater the difficulty of challenges - numerical difficulty is set first, and the GM narrates around the diffciulty to make the flavour fit). So players have a reason to conserve Hero Points early in the adventure when the difficulties are only modest, because they will need those Hero Points to overcome the concluding challenges. It would be hard to fit this sort of approach into D&D because D&D has more fiddly rules, with more detailed modelling of ingame elements and tactics, and so it becomes harder to do the pass/fail thing (I don't think the discussion of this in DMG2 works all that well - for example, how is it meant to relate to p 42, or the monster- and encounter-buidling rules?). And 4e remains too ambivalent in respect of those parts of the game that support pacing. Some PCs have Action Surge, other don't - so the value of an Action Point differs across PCs and across groups. Some PCs have Meliorating Armour, some don't - so the same for milestones more generally. And some dailies are very situational (eg Sorcerer Ice Javelins) and so support more of a swiss-army knife orientation than a last-ditch nova-ing orientation. I guess if I was starting with 4e, and wanted to improve its pacing, I'd look at making milestones worth more, and I'd get rid of sequences of encounters that can't realistically be completed on a single set of healing surges. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[edition neutral] No more dailies?
Top