Easy
Separate XP budgets per playstyle.
Have 4 1st levels?
400XP per fight for a 4 encounter day
150XP per fight for a 10 encounter day
2000xp per fight for a 1 encounter day
I'm missing the point....why would I get more experience for less combat?
Easy
Separate XP budgets per playstyle.
Have 4 1st levels?
400XP per fight for a 4 encounter day
150XP per fight for a 10 encounter day
2000xp per fight for a 1 encounter day
Sacred Cows will not be slaughtered, and some may even be revived. There may be modules to slaughter them again or get back some more esoteric ones, but the core will most likely be closer to the experience of past editions, and Daily Spell Slots and the potential for novaing (realized in some play styles, never seen in others) were part of that.
I'm missing the point....why would I get more experience for less combat?
...
Simply put, the only way to make a game that can fit all the playstyles is to have a core with no daily resources. They need to be in modules or D&DN is destined to not unify anyone.
Thoughts?
I think you are very wrong here. All playstyles ultimately derive from the game rules. Thus game design can have a significant impact on playstyle. Solving the problem of 15 minute adventuring can certainly be done by changing the mechanics of the game.The 15 minute adventuring day is a playstyle issue. People will complain about it, but the power to fix the issue lies with them - and pretty much only with them.
What is the point of making a new edition of D&D if it doesn't attempt to solve the problems of older editions? Why should I buy an edition if still has all the problems that bugged me in older editions? I don't see how a game that intentionally keeps the problems that turned away fans from previous editions possibly bring them back.Without wanting to sound too bitter or cynical or whatever:
I think the D&D Next approach can be rather simple here: If problems existed in past editions, they don't need to be fixed entirely. We can later give people modules to fix it, or we don't do it all, since we tried to fix a lot of things in 4E and guess what - we split the fanbase and annoyed a lot of people. We may have removed or fixed a lot of issues, but we brought a lot of new ones, most importantly, that people simply didn't want these things to be fixed if it took away elements that people considered "core" to the D&D experience. Even if not all did, enough did.
Already impossible since we know DDN will have vancian wizards.
Taking away Vancian spellcasting and daily resources does not fit any edition of D&D. Every edition, including 4E, had it! If you take it away now, you are very likely to annoy a lot of people.
Why can't vancian memorization, refresh with a short rest instead of extended rest? You read through a few pages of your book, or meditate or whatever vancian casters do, and boom, you're good to go.
1) some self pacing by the party and some pacing "encouragement" by the DM
2)in which there is a desire to have some kind of "reserve" to tap into, but is not, or may not, be used for every encounter
3) the encounter is not the be all and end all of story, adventure design, etc
Well that won't be vancian at all. You just turned all spells into encounter powers. People will be screaming bloody murder about how it's 4e.![]()
It's not just bout choosing which spells you prepare, but also when you use them with the best effect and still have "over" so you're prepared for the next situation. "Operational Play", I believe, is the word to be used here.I realize the term "encounter power" rubs some people the wrong way, but a spell is a spell, it's a fireball whether you can cast it once per day, per hour, per 5 minutes, per 2.5 seconds, whatever.
Isn't vancian about choosing the spells you want? So you might have 8 spells in your book, but can memorize only 4, you know you're going into a treacherous cave area, so you pick light, feather fall, acid arrow, and sleep. You end up fighting some cave bats, and run into kobold tracks. You put some bats to sleep, and killed a resilient one with an acid arrow. When rememorizing after your rest, you figure burning hands will be more useful against any mob tactics, so you swap acid arrow for burning hands, and you keep featherfall in case kobolds have any pit traps in store for you. It's still spell memorization, it's just instead of having to wait 23 hours and 55 minutes so you can go into the kobold lair with a burning hands, you wait 5 minutes. I don't see why that wouldn't "feel like" D&D. You're still making the same decisions, casting the same spells, fighting the same monsters.
A fair warning - I am becoming a grogn4rd, aka someone that seems to believe that D&D Next is not heading in a direction I wish it would go, and believes that he may actually stay with 4E. (But realistically, we've only seen the bare bones of the new system, so it may be premature and a lot can still change).What is the point of making a new edition of D&D if it doesn't attempt to solve the problems of older editions? Why should I buy an edition if still has all the problems that bugged me in older editions? I don't see how a game that intentionally keeps the problems that turned away fans from previous editions possibly bring them back.