loverdrive
your favorite gm's favorite gm (She/Her)
So.
In card games, there's this Aggro vs Control contrast. It is omnipresent: even between two most aggressive monored decks, one of them is gonna be faster, and even if they are equal, one of them is gonna have first turn advantage. In basic terms, one side wants to drag the fight out, while the other wants to end it as fast as possible. Similar dichotomies can be observed all over the gaming landscape: Rushdown vs Zoning in fighting games Rush vs Economy in RTS etc, etc
But not in D&D (and most RPGs? I don't really know any counter-examples), because in D&D, there's nothing to be gained by proloning an encounter, five rounds into the future you are going to have less resources, not more — this means that the only thing you can possibly hope for is depleting enemy HP faster than they deplete yours.
Your strategy, both at individual player level and part level is always the same, with very few minor variations.
But what if instead (or in addition to) waking up with spell slots and superiority dice and whatnot, you had to generate them during the encounter?
Benefits, I think, are numerous;
In card games, there's this Aggro vs Control contrast. It is omnipresent: even between two most aggressive monored decks, one of them is gonna be faster, and even if they are equal, one of them is gonna have first turn advantage. In basic terms, one side wants to drag the fight out, while the other wants to end it as fast as possible. Similar dichotomies can be observed all over the gaming landscape: Rushdown vs Zoning in fighting games Rush vs Economy in RTS etc, etc
But not in D&D (and most RPGs? I don't really know any counter-examples), because in D&D, there's nothing to be gained by proloning an encounter, five rounds into the future you are going to have less resources, not more — this means that the only thing you can possibly hope for is depleting enemy HP faster than they deplete yours.
Your strategy, both at individual player level and part level is always the same, with very few minor variations.
But what if instead (or in addition to) waking up with spell slots and superiority dice and whatnot, you had to generate them during the encounter?
Benefits, I think, are numerous;
- More texture to fights: an enraged troll that is dangerous early forces the players on the defensive, while a powerful lich makes them act and act fast.
- Makes healing much more impactful: currently, in-combat healing is kind of whatever outside of restoring downed characters to 1HP—removing threats is almost always much more worthwhile, but if to win players need to just survive a few rounds until the enemy runs out of gas...
- Adds another way to give classes unique identities: a Sorcerer can be an aggro spellcaster, while Wizard can be all about stalling until she can cast a powerful fight-ending spell, Warlock can screw with enemy resources, etc