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General Tabletop Discussion
*Dungeons & Dragons
How much should 5e aim at balance?
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<blockquote data-quote="TwinBahamut" data-source="post: 5992786" data-attributes="member: 32536"><p>There is one alternative to this that I can think of. It is equally possible to create a core system that links all "daily" abilities to a single unified daily resource that is equally used by all classes. Equal dependance helps preserve balance, and if it is "associated" then it preserves the desires of the people who care about that kind of thing.</p><p></p><p>I know I'm walking into a land mine of disagreement here, but I think something akin to the healing surges system from 4E could work for this, if you make a few adjustments. That mechanic works very well as a general representation of fatigue and works well to give players and characters the same opinion on matters. Within the story, a character who is full on healing surges is healthy and full of energy, and when they run out of surges they are sore, tired, hungry, and would much rather eat and get some sleep than fight any more. At the same time, players want their characters to fight on if they have lots of healing surges and hesitate to continue if they don't. It is probably more associated of a mechanic than hit points are. If you tie in something like a Wizard's spellcasting into that resource, so that it is evenly depleted by both Fighters taking damage and wearing themselves out and Wizards draining themselves with taxing magic, it would work quite well.</p><p></p><p>Unfortunately, I doubt I could get many people to agree with either the idea that healing surges are an associated mechanic or that Wizards and Fighters should make use of the same resources. Which is exactly why I don't take the "associated mechanics" discussion very seriously. Who cares if something is associated or not? Association in of itself doesn't matter at all in determining whether a game is fun to play. The way people interact with games and stories doesn't work like that.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5992786, member: 32536"] There is one alternative to this that I can think of. It is equally possible to create a core system that links all "daily" abilities to a single unified daily resource that is equally used by all classes. Equal dependance helps preserve balance, and if it is "associated" then it preserves the desires of the people who care about that kind of thing. I know I'm walking into a land mine of disagreement here, but I think something akin to the healing surges system from 4E could work for this, if you make a few adjustments. That mechanic works very well as a general representation of fatigue and works well to give players and characters the same opinion on matters. Within the story, a character who is full on healing surges is healthy and full of energy, and when they run out of surges they are sore, tired, hungry, and would much rather eat and get some sleep than fight any more. At the same time, players want their characters to fight on if they have lots of healing surges and hesitate to continue if they don't. It is probably more associated of a mechanic than hit points are. If you tie in something like a Wizard's spellcasting into that resource, so that it is evenly depleted by both Fighters taking damage and wearing themselves out and Wizards draining themselves with taxing magic, it would work quite well. Unfortunately, I doubt I could get many people to agree with either the idea that healing surges are an associated mechanic or that Wizards and Fighters should make use of the same resources. Which is exactly why I don't take the "associated mechanics" discussion very seriously. Who cares if something is associated or not? Association in of itself doesn't matter at all in determining whether a game is fun to play. The way people interact with games and stories doesn't work like that. [/QUOTE]
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How much should 5e aim at balance?
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